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path: root/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs
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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<INode> nextNode;

            for (LinkedListNode<INode> 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.

                    string typeName = texOp.Inst.IsImage()
                        ? texOp.Type.ToGlslImageType(texOp.Format.GetComponentType())
                        : texOp.Type.ToGlslTextureType();

                    gpuAccessor.Log($"Failed to find handle source for bindless access of type \"{typeName}\".");

                    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<INode> node)
        {
            if (!gpuAccessor.QueryHostSupportsSeparateSampler())
            {
                // We depend on combining samplers and textures in the shader being supported for this.

                return false;
            }

            Operand bindlessHandle = texOp.GetSource(0);

            if (bindlessHandle.AsgOp is PhiNode phi)
            {
                for (int srcIndex = 0; srcIndex < phi.SourcesCount; srcIndex++)
                {
                    Operand phiSource = phi.GetSource(srcIndex);

                    if (phiSource.AsgOp is not PhiNode && !IsBindlessAccessAllowed(phiSource))
                    {
                        return false;
                    }
                }
            }
            else if (!IsBindlessAccessAllowed(bindlessHandle))
            {
                return false;
            }

            Operand textureHandle = OperandHelper.Local();
            Operand samplerHandle = OperandHelper.Local();
            Operand textureIndex = OperandHelper.Local();

            block.Operations.AddBefore(node, new Operation(Instruction.BitwiseAnd, textureHandle, bindlessHandle, OperandHelper.Const(0xfffff)));
            block.Operations.AddBefore(node, new Operation(Instruction.ShiftRightU32, samplerHandle, bindlessHandle, 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 IsBindlessAccessAllowed(Operand nvHandle)
        {
            if (nvHandle.Type == OperandType.ConstantBuffer)
            {
                // Bindless access with handles from constant buffer is allowed.

                return true;
            }

            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;
            }

            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);
        }
    }
}