using Ryujinx.Graphics.Shader.IntermediateRepresentation; using System.Collections.Generic; namespace Ryujinx.Graphics.Shader.Translation.Optimizations { class BindlessElimination { public static void RunPass(BasicBlock block, ShaderConfig config) { // 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. 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.Inst == Instruction.Lod || texOp.Inst == Instruction.TextureSample || texOp.Inst == Instruction.TextureSize) { Operand bindlessHandle = Utils.FindLastOperation(texOp.GetSource(0), block); bool rewriteSamplerType = texOp.Inst == Instruction.TextureSize; if (bindlessHandle.Type == OperandType.ConstantBuffer) { SetHandle(config, texOp, bindlessHandle.GetCbufOffset(), bindlessHandle.GetCbufSlot(), rewriteSamplerType); continue; } if (!(bindlessHandle.AsgOp is Operation handleCombineOp)) { continue; } if (handleCombineOp.Inst != Instruction.BitwiseOr) { continue; } Operand src0 = Utils.FindLastOperation(handleCombineOp.GetSource(0), block); Operand src1 = Utils.FindLastOperation(handleCombineOp.GetSource(1), block); TextureHandleType handleType = TextureHandleType.SeparateSamplerHandle; // Try to match masked pattern: // - samplerHandle = samplerHandle & 0xFFF00000; // - textureHandle = textureHandle & 0xFFFFF; // - combinedHandle = samplerHandle | textureHandle; // where samplerHandle and textureHandle comes from a constant buffer, and shifted pattern: // - samplerHandle = samplerId << 20; // - combinedHandle = samplerHandle | textureHandle; // where samplerId 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) { continue; } } 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; } } if (src0.Type != OperandType.ConstantBuffer || src1.Type != OperandType.ConstantBuffer) { continue; } SetHandle( config, texOp, TextureHandle.PackOffsets(src0.GetCbufOffset(), src1.GetCbufOffset(), handleType), TextureHandle.PackSlots(src0.GetCbufSlot(), src1.GetCbufSlot()), rewriteSamplerType); } else if (texOp.Inst == Instruction.ImageLoad || texOp.Inst == Instruction.ImageStore || texOp.Inst == Instruction.ImageAtomic) { 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 = config.GetTextureFormatAtomic(cbufOffset, cbufSlot); } else { texOp.Format = config.GetTextureFormat(cbufOffset, cbufSlot); } } SetHandle(config, texOp, cbufOffset, cbufSlot, false); } } } } 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(ShaderConfig config, TextureOperation texOp, int cbufOffset, int cbufSlot, bool rewriteSamplerType) { texOp.SetHandle(cbufOffset, cbufSlot); if (rewriteSamplerType) { texOp.Type = config.GpuAccessor.QuerySamplerType(cbufOffset, cbufSlot); } config.SetUsedTexture(texOp.Inst, texOp.Type, texOp.Format, texOp.Flags, cbufSlot, cbufOffset); } } }