using Ryujinx.Graphics.Shader.IntermediateRepresentation; using System.Collections.Generic; using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper; namespace Ryujinx.Graphics.Shader.Translation.Optimizations { static class BindlessToIndexed { private const int NvnTextureBufferIndex = 2; public static void RunPass(BasicBlock block, ShaderConfig config) { // 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 || !config.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; } TurnIntoIndexed(config, texOp, addSrc1.Value / 4); 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); } } private static void TurnIntoIndexed(ShaderConfig config, TextureOperation texOp, int handle) { int binding = config.ResourceManager.GetTextureOrImageBinding( texOp.Inst, texOp.Type | SamplerType.Indexed, texOp.Format, texOp.Flags & ~TextureFlags.Bindless, NvnTextureBufferIndex, handle); texOp.TurnIntoIndexed(binding); } } }