using Ryujinx.Graphics.Shader.Instructions; using Ryujinx.Graphics.Shader.IntermediateRepresentation; using Ryujinx.Graphics.Shader.StructuredIr; using System; using System.Collections.Generic; namespace Ryujinx.Graphics.Shader.Translation.Optimizations { class BindlessElimination { public static void RunPass(BasicBlock block, ResourceManager resourceManager, IGpuAccessor gpuAccessor) { // We can turn a bindless into regular access by recognizing the pattern // produced by the compiler for separate texture and sampler. // We check for the following conditions: // - The handle is a constant buffer value. // - The handle is the result of a bitwise OR logical operation. // - Both sources of the OR operation comes from a constant buffer. LinkedListNode nextNode; for (LinkedListNode node = block.Operations.First; node != null; node = nextNode) { nextNode = node.Next; if (node.Value is not TextureOperation texOp) { continue; } if ((texOp.Flags & TextureFlags.Bindless) == 0) { continue; } if (!TryConvertBindless(block, resourceManager, gpuAccessor, texOp) && !GenerateBindlessAccess(block, resourceManager, gpuAccessor, texOp, node)) { // If we can't do bindless elimination, remove the texture operation. // Set any destination variables to zero. for (int destIndex = 0; destIndex < texOp.DestsCount; destIndex++) { block.Operations.AddBefore(node, new Operation(Instruction.Copy, texOp.GetDest(destIndex), OperandHelper.Const(0))); } Utils.DeleteNode(node, texOp); } } } private static bool GenerateBindlessAccess( BasicBlock block, ResourceManager resourceManager, IGpuAccessor gpuAccessor, TextureOperation texOp, LinkedListNode node) { if (!gpuAccessor.QueryHostSupportsSeparateSampler()) { // We depend on combining samplers and textures in the shader being supported for this. return false; } Operand nvHandle = texOp.GetSource(0); if (nvHandle.AsgOp is not Operation handleOp || handleOp.Inst != Instruction.Load || (handleOp.StorageKind != StorageKind.Input && handleOp.StorageKind != StorageKind.StorageBuffer)) { // Right now, we only allow bindless access when the handle comes from a shader input or storage buffer. // This is an artificial limitation to prevent it from being used in cases where it // would have a large performance impact of loading all textures in the pool. // It might be removed in the future, if we can mitigate the performance impact. return false; } Operand textureHandle = OperandHelper.Local(); Operand samplerHandle = OperandHelper.Local(); Operand textureIndex = OperandHelper.Local(); block.Operations.AddBefore(node, new Operation(Instruction.BitwiseAnd, textureHandle, nvHandle, OperandHelper.Const(0xfffff))); block.Operations.AddBefore(node, new Operation(Instruction.ShiftRightU32, samplerHandle, nvHandle, OperandHelper.Const(20))); int texturePoolLength = Math.Max(BindlessToArray.MinimumArrayLength, gpuAccessor.QueryTextureArrayLengthFromPool()); block.Operations.AddBefore(node, new Operation(Instruction.MinimumU32, textureIndex, textureHandle, OperandHelper.Const(texturePoolLength - 1))); texOp.SetSource(0, textureIndex); bool hasSampler = !texOp.Inst.IsImage(); SetBindingPair textureSetAndBinding = resourceManager.GetTextureOrImageBinding( texOp.Inst, texOp.Type, texOp.Format, texOp.Flags & ~TextureFlags.Bindless, 0, TextureHandle.PackOffsets(0, 0, TextureHandleType.Direct), texturePoolLength, hasSampler); if (hasSampler) { Operand samplerIndex = OperandHelper.Local(); int samplerPoolLength = Math.Max(BindlessToArray.MinimumArrayLength, gpuAccessor.QuerySamplerArrayLengthFromPool()); block.Operations.AddBefore(node, new Operation(Instruction.MinimumU32, samplerIndex, samplerHandle, OperandHelper.Const(samplerPoolLength - 1))); texOp.InsertSource(1, samplerIndex); SetBindingPair samplerSetAndBinding = resourceManager.GetTextureOrImageBinding( texOp.Inst, SamplerType.None, texOp.Format, TextureFlags.None, 0, TextureHandle.PackOffsets(0, 0, TextureHandleType.Direct), samplerPoolLength); texOp.TurnIntoArray(textureSetAndBinding, samplerSetAndBinding); } else { texOp.TurnIntoArray(textureSetAndBinding); } return true; } private static bool TryConvertBindless(BasicBlock block, ResourceManager resourceManager, IGpuAccessor gpuAccessor, TextureOperation texOp) { if (texOp.Inst == Instruction.TextureSample || texOp.Inst.IsTextureQuery()) { Operand bindlessHandle = texOp.GetSource(0); // In some cases the compiler uses a shuffle operation to get the handle, // for some textureGrad implementations. In those cases, we can skip the shuffle. if (bindlessHandle.AsgOp is Operation shuffleOp && shuffleOp.Inst == Instruction.Shuffle) { bindlessHandle = shuffleOp.GetSource(0); } bindlessHandle = Utils.FindLastOperation(bindlessHandle, block); // Some instructions do not encode an accurate sampler type: // - Most instructions uses the same type for 1D and Buffer. // - Query instructions may not have any type. // For those cases, we need to try getting the type from current GPU state, // as long bindless elimination is successful and we know where the texture descriptor is located. bool rewriteSamplerType = texOp.Type == SamplerType.TextureBuffer || texOp.Inst == Instruction.TextureQuerySamples || texOp.Inst == Instruction.TextureQuerySize; if (bindlessHandle.Type == OperandType.ConstantBuffer) { SetHandle( resourceManager, gpuAccessor, texOp, bindlessHandle.GetCbufOffset(), bindlessHandle.GetCbufSlot(), rewriteSamplerType, isImage: false); return true; } if (!TryGetOperation(bindlessHandle.AsgOp, out Operation handleCombineOp)) { return false; } if (handleCombineOp.Inst != Instruction.BitwiseOr) { return false; } Operand src0 = Utils.FindLastOperation(handleCombineOp.GetSource(0), block); Operand src1 = Utils.FindLastOperation(handleCombineOp.GetSource(1), block); // For cases where we have a constant, ensure that the constant is always // the second operand. // Since this is a commutative operation, both are fine, // and having a "canonical" representation simplifies some checks below. if (src0.Type == OperandType.Constant && src1.Type != OperandType.Constant) { (src0, src1) = (src1, src0); } TextureHandleType handleType = TextureHandleType.SeparateSamplerHandle; // Try to match the following patterns: // Masked pattern: // - samplerHandle = samplerHandle & 0xFFF00000; // - textureHandle = textureHandle & 0xFFFFF; // - combinedHandle = samplerHandle | textureHandle; // Where samplerHandle and textureHandle comes from a constant buffer. // Shifted pattern: // - samplerHandle = samplerId << 20; // - combinedHandle = samplerHandle | textureHandle; // Where samplerId and textureHandle comes from a constant buffer. // Constant pattern: // - combinedHandle = samplerHandleConstant | textureHandle; // Where samplerHandleConstant is a constant value, and textureHandle comes from a constant buffer. if (src0.AsgOp is Operation src0AsgOp) { if (src1.AsgOp is Operation src1AsgOp && src0AsgOp.Inst == Instruction.BitwiseAnd && src1AsgOp.Inst == Instruction.BitwiseAnd) { src0 = GetSourceForMaskedHandle(src0AsgOp, 0xFFFFF); src1 = GetSourceForMaskedHandle(src1AsgOp, 0xFFF00000); // The OR operation is commutative, so we can also try to swap the operands to get a match. if (src0 == null || src1 == null) { src0 = GetSourceForMaskedHandle(src1AsgOp, 0xFFFFF); src1 = GetSourceForMaskedHandle(src0AsgOp, 0xFFF00000); } if (src0 == null || src1 == null) { return false; } } else if (src0AsgOp.Inst == Instruction.ShiftLeft) { Operand shift = src0AsgOp.GetSource(1); if (shift.Type == OperandType.Constant && shift.Value == 20) { src0 = src1; src1 = src0AsgOp.GetSource(0); handleType = TextureHandleType.SeparateSamplerId; } } } else if (src1.AsgOp is Operation src1AsgOp && src1AsgOp.Inst == Instruction.ShiftLeft) { Operand shift = src1AsgOp.GetSource(1); if (shift.Type == OperandType.Constant && shift.Value == 20) { src1 = src1AsgOp.GetSource(0); handleType = TextureHandleType.SeparateSamplerId; } } else if (src1.Type == OperandType.Constant && (src1.Value & 0xfffff) == 0) { handleType = TextureHandleType.SeparateConstantSamplerHandle; } if (src0.Type != OperandType.ConstantBuffer) { return false; } if (handleType == TextureHandleType.SeparateConstantSamplerHandle) { SetHandle( resourceManager, gpuAccessor, texOp, TextureHandle.PackOffsets(src0.GetCbufOffset(), ((src1.Value >> 20) & 0xfff), handleType), TextureHandle.PackSlots(src0.GetCbufSlot(), 0), rewriteSamplerType, isImage: false); return true; } else if (src1.Type == OperandType.ConstantBuffer) { SetHandle( resourceManager, gpuAccessor, texOp, TextureHandle.PackOffsets(src0.GetCbufOffset(), src1.GetCbufOffset(), handleType), TextureHandle.PackSlots(src0.GetCbufSlot(), src1.GetCbufSlot()), rewriteSamplerType, isImage: false); return true; } } else if (texOp.Inst.IsImage()) { Operand src0 = Utils.FindLastOperation(texOp.GetSource(0), block); if (src0.Type == OperandType.ConstantBuffer) { int cbufOffset = src0.GetCbufOffset(); int cbufSlot = src0.GetCbufSlot(); if (texOp.Format == TextureFormat.Unknown) { if (texOp.Inst == Instruction.ImageAtomic) { texOp.Format = ShaderProperties.GetTextureFormatAtomic(gpuAccessor, cbufOffset, cbufSlot); } else { texOp.Format = ShaderProperties.GetTextureFormat(gpuAccessor, cbufOffset, cbufSlot); } } bool rewriteSamplerType = texOp.Type == SamplerType.TextureBuffer; SetHandle(resourceManager, gpuAccessor, texOp, cbufOffset, cbufSlot, rewriteSamplerType, isImage: true); return true; } } return false; } private static bool TryGetOperation(INode asgOp, out Operation outOperation) { if (asgOp is PhiNode phi) { // If we have a phi, let's check if all inputs are effectively the same value. // If so, we can "see through" the phi and pick any of the inputs (since they are all the same). Operand firstSrc = phi.GetSource(0); for (int index = 1; index < phi.SourcesCount; index++) { if (!IsSameOperand(firstSrc, phi.GetSource(index))) { outOperation = null; return false; } } asgOp = firstSrc.AsgOp; } if (asgOp is Operation operation) { outOperation = operation; return true; } outOperation = null; return false; } private static bool IsSameOperand(Operand x, Operand y) { if (x.Type == y.Type && x.Type == OperandType.LocalVariable) { return x.AsgOp is Operation xOp && y.AsgOp is Operation yOp && xOp.Inst == Instruction.BitwiseOr && yOp.Inst == Instruction.BitwiseOr && AreBothEqualConstantBuffers(xOp.GetSource(0), yOp.GetSource(0)) && AreBothEqualConstantBuffers(xOp.GetSource(1), yOp.GetSource(1)); } return false; } private static bool AreBothEqualConstantBuffers(Operand x, Operand y) { return x.Type == y.Type && x.Value == y.Value && x.Type == OperandType.ConstantBuffer; } private static Operand GetSourceForMaskedHandle(Operation asgOp, uint mask) { // Assume it was already checked that the operation is bitwise AND. Operand src0 = asgOp.GetSource(0); Operand src1 = asgOp.GetSource(1); if (src0.Type == OperandType.ConstantBuffer && src1.Type == OperandType.ConstantBuffer) { // We can't check if the mask matches here as both operands are from a constant buffer. // Be optimistic and assume it matches. Avoid constant buffer 1 as official drivers // uses this one to store compiler constants. return src0.GetCbufSlot() == 1 ? src1 : src0; } else if (src0.Type == OperandType.ConstantBuffer && src1.Type == OperandType.Constant) { if ((uint)src1.Value == mask) { return src0; } } else if (src0.Type == OperandType.Constant && src1.Type == OperandType.ConstantBuffer) { if ((uint)src0.Value == mask) { return src1; } } return null; } private static void SetHandle( ResourceManager resourceManager, IGpuAccessor gpuAccessor, TextureOperation texOp, int cbufOffset, int cbufSlot, bool rewriteSamplerType, bool isImage) { if (rewriteSamplerType) { SamplerType newType = gpuAccessor.QuerySamplerType(cbufOffset, cbufSlot); if (texOp.Inst.IsTextureQuery()) { texOp.Type = newType; } else if (texOp.Type == SamplerType.TextureBuffer && newType == SamplerType.Texture1D) { int coordsCount = 2; if (InstEmit.Sample1DAs2D) { newType = SamplerType.Texture2D; texOp.InsertSource(coordsCount++, OperandHelper.Const(0)); } if (!isImage && (texOp.Flags & TextureFlags.IntCoords) != 0 && (texOp.Flags & TextureFlags.LodLevel) == 0) { // IntCoords textures must always have explicit LOD. texOp.SetLodLevelFlag(); texOp.InsertSource(coordsCount, OperandHelper.Const(0)); } texOp.Type = newType; } } SetBindingPair setAndBinding = resourceManager.GetTextureOrImageBinding( texOp.Inst, texOp.Type, texOp.Format, texOp.Flags & ~TextureFlags.Bindless, cbufSlot, cbufOffset); texOp.SetBinding(setAndBinding); } } }