9e4f668f6c
* Update bindless to indexed conversion code pattern match * Correct index shift
79 lines
No EOL
2.5 KiB
C#
79 lines
No EOL
2.5 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class BindlessToIndexed
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{
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public static void RunPass(BasicBlock block)
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{
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// We can turn a bindless texture access into a indexed access,
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// as long the following conditions are true:
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// - The handle is loaded using a LDC instruction.
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// - The handle is loaded from the constant buffer with the handles (CB2 for NVN).
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// - The load has a constant offset.
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// The base offset of the array of handles on the constant buffer is the constant offset.
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for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
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{
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if (!(node.Value is TextureOperation texOp))
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{
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continue;
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}
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if ((texOp.Flags & TextureFlags.Bindless) == 0)
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{
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continue;
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}
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if (!(texOp.GetSource(0).AsgOp is Operation handleAsgOp))
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{
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continue;
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}
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if (handleAsgOp.Inst != Instruction.LoadConstant)
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{
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continue;
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}
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Operand ldcSrc0 = handleAsgOp.GetSource(0);
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Operand ldcSrc1 = handleAsgOp.GetSource(1);
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if (ldcSrc0.Type != OperandType.Constant || ldcSrc0.Value != 2)
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{
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continue;
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}
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if (!(ldcSrc1.AsgOp is Operation shrOp) || shrOp.Inst != Instruction.ShiftRightU32)
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{
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continue;
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}
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if (!(shrOp.GetSource(0).AsgOp is Operation addOp) || addOp.Inst != Instruction.Add)
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{
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continue;
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}
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Operand addSrc1 = addOp.GetSource(1);
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if (addSrc1.Type != OperandType.Constant)
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{
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continue;
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}
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texOp.TurnIntoIndexed(addSrc1.Value / 4);
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Operand index = Local();
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Operand source = addOp.GetSource(0);
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Operation shrBy3 = new Operation(Instruction.ShiftRightU32, index, source, Const(3));
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block.Operations.AddBefore(node, shrBy3);
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texOp.SetSource(0, index);
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}
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}
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}
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} |