using Ryujinx.Graphics.Shader.IntermediateRepresentation; using System; using System.Collections.Generic; using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper; namespace Ryujinx.Graphics.Shader.Translation.Optimizations { static class BindlessToArray { private const int NvnTextureBufferIndex = 2; private const int HardcodedArrayLengthOgl = 4; // 1 and 0 elements are not considered arrays anymore. public const int MinimumArrayLength = 2; public static void RunPassOgl(BasicBlock block, ResourceManager resourceManager) { // We can turn a bindless texture access into a indexed access, // as long the following conditions are true: // - The handle is loaded using a LDC instruction. // - The handle is loaded from the constant buffer with the handles (CB2 for NVN). // - The load has a constant offset. // The base offset of the array of handles on the constant buffer is the constant offset. for (LinkedListNode node = block.Operations.First; node != null; node = node.Next) { if (node.Value is not TextureOperation texOp) { continue; } if ((texOp.Flags & TextureFlags.Bindless) == 0) { continue; } if (texOp.GetSource(0).AsgOp is not Operation handleAsgOp) { continue; } if (handleAsgOp.Inst != Instruction.Load || handleAsgOp.StorageKind != StorageKind.ConstantBuffer || handleAsgOp.SourcesCount != 4) { continue; } Operand ldcSrc0 = handleAsgOp.GetSource(0); if (ldcSrc0.Type != OperandType.Constant || !resourceManager.TryGetConstantBufferSlot(ldcSrc0.Value, out int src0CbufSlot) || src0CbufSlot != NvnTextureBufferIndex) { continue; } Operand ldcSrc1 = handleAsgOp.GetSource(1); // We expect field index 0 to be accessed. if (ldcSrc1.Type != OperandType.Constant || ldcSrc1.Value != 0) { continue; } Operand ldcSrc2 = handleAsgOp.GetSource(2); // FIXME: This is missing some checks, for example, a check to ensure that the shift value is 2. // Might be not worth fixing since if that doesn't kick in, the result will be no texture // to access anyway which is also wrong. // Plus this whole transform is fundamentally flawed as-is since we have no way to know the array size. // Eventually, this should be entirely removed in favor of a implementation that supports true bindless // texture access. if (ldcSrc2.AsgOp is not Operation shrOp || shrOp.Inst != Instruction.ShiftRightU32) { continue; } if (shrOp.GetSource(0).AsgOp is not Operation shrOp2 || shrOp2.Inst != Instruction.ShiftRightU32) { continue; } if (shrOp2.GetSource(0).AsgOp is not Operation addOp || addOp.Inst != Instruction.Add) { continue; } Operand addSrc1 = addOp.GetSource(1); if (addSrc1.Type != OperandType.Constant) { continue; } TurnIntoArray(resourceManager, texOp, NvnTextureBufferIndex, addSrc1.Value / 4, HardcodedArrayLengthOgl); Operand index = Local(); Operand source = addOp.GetSource(0); Operation shrBy3 = new(Instruction.ShiftRightU32, index, source, Const(3)); block.Operations.AddBefore(node, shrBy3); texOp.SetSource(0, index); } } public static void RunPass(BasicBlock block, ResourceManager resourceManager, IGpuAccessor gpuAccessor) { // We can turn a bindless texture access into a indexed access, // as long the following conditions are true: // - The handle is loaded using a LDC instruction. // - The handle is loaded from the constant buffer with the handles (CB2 for NVN). // - The load has a constant offset. // The base offset of the array of handles on the constant buffer is the constant offset. for (LinkedListNode node = block.Operations.First; node != null; node = node.Next) { if (node.Value is not TextureOperation texOp) { continue; } if ((texOp.Flags & TextureFlags.Bindless) == 0) { continue; } if (texOp.GetSource(0).AsgOp is not Operation handleAsgOp) { continue; } int secondaryCbufSlot = 0; int secondaryCbufOffset = 0; bool hasSecondaryHandle = false; if (handleAsgOp.Inst == Instruction.BitwiseOr) { Operand src0 = handleAsgOp.GetSource(0); Operand src1 = handleAsgOp.GetSource(1); if (src0.Type == OperandType.ConstantBuffer && src1.AsgOp is Operation) { handleAsgOp = src1.AsgOp as Operation; secondaryCbufSlot = src0.GetCbufSlot(); secondaryCbufOffset = src0.GetCbufOffset(); hasSecondaryHandle = true; } else if (src0.AsgOp is Operation && src1.Type == OperandType.ConstantBuffer) { handleAsgOp = src0.AsgOp as Operation; secondaryCbufSlot = src1.GetCbufSlot(); secondaryCbufOffset = src1.GetCbufOffset(); hasSecondaryHandle = true; } } if (handleAsgOp.Inst != Instruction.Load || handleAsgOp.StorageKind != StorageKind.ConstantBuffer || handleAsgOp.SourcesCount != 4) { continue; } Operand ldcSrc0 = handleAsgOp.GetSource(0); if (ldcSrc0.Type != OperandType.Constant || !resourceManager.TryGetConstantBufferSlot(ldcSrc0.Value, out int src0CbufSlot)) { continue; } Operand ldcSrc1 = handleAsgOp.GetSource(1); // We expect field index 0 to be accessed. if (ldcSrc1.Type != OperandType.Constant || ldcSrc1.Value != 0) { continue; } Operand ldcVecIndex = handleAsgOp.GetSource(2); Operand ldcElemIndex = handleAsgOp.GetSource(3); if (ldcVecIndex.Type != OperandType.LocalVariable || ldcElemIndex.Type != OperandType.LocalVariable) { continue; } int cbufSlot; int handleIndex; if (hasSecondaryHandle) { cbufSlot = TextureHandle.PackSlots(src0CbufSlot, secondaryCbufSlot); handleIndex = TextureHandle.PackOffsets(0, secondaryCbufOffset, TextureHandleType.SeparateSamplerHandle); } else { cbufSlot = src0CbufSlot; handleIndex = 0; } int length = Math.Max(MinimumArrayLength, gpuAccessor.QueryTextureArrayLengthFromBuffer(src0CbufSlot)); TurnIntoArray(resourceManager, texOp, cbufSlot, handleIndex, length); Operand vecIndex = Local(); Operand elemIndex = Local(); Operand index = Local(); Operand indexMin = Local(); block.Operations.AddBefore(node, new Operation(Instruction.ShiftLeft, vecIndex, ldcVecIndex, Const(1))); block.Operations.AddBefore(node, new Operation(Instruction.ShiftRightU32, elemIndex, ldcElemIndex, Const(1))); block.Operations.AddBefore(node, new Operation(Instruction.Add, index, vecIndex, elemIndex)); block.Operations.AddBefore(node, new Operation(Instruction.MinimumU32, indexMin, index, Const(length - 1))); texOp.SetSource(0, indexMin); } } private static void TurnIntoArray(ResourceManager resourceManager, TextureOperation texOp, int cbufSlot, int handleIndex, int length) { int binding = resourceManager.GetTextureOrImageBinding( texOp.Inst, texOp.Type, texOp.Format, texOp.Flags & ~TextureFlags.Bindless, cbufSlot, handleIndex, length); texOp.TurnIntoArray(binding); } } }