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 { 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 TextureOperation texOp)) { continue; } if ((texOp.Flags & TextureFlags.Bindless) == 0) { continue; } if (!(texOp.GetSource(0).AsgOp is Operation handleAsgOp)) { continue; } if (handleAsgOp.Inst != Instruction.LoadConstant) { continue; } Operand ldcSrc0 = handleAsgOp.GetSource(0); Operand ldcSrc1 = handleAsgOp.GetSource(1); if (ldcSrc0.Type != OperandType.Constant || ldcSrc0.Value != 2) { continue; } if (!(ldcSrc1.AsgOp is Operation shrOp) || shrOp.Inst != Instruction.ShiftRightU32) { continue; } if (!(shrOp.GetSource(0).AsgOp is 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 Operation(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) { texOp.TurnIntoIndexed(handle); config.SetUsedTexture(texOp.Inst, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, handle); } } }