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https://git.suyu.dev/suyu/suyu.git
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207 lines
7.2 KiB
C++
207 lines
7.2 KiB
C++
// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <optional>
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#include <boost/container/flat_set.hpp>
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#include <boost/container/small_vector.hpp>
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#include "shader_recompiler/environment.h"
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#include "shader_recompiler/frontend/ir/basic_block.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/ir_opt/passes.h"
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#include "shader_recompiler/shader_info.h"
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namespace Shader::Optimization {
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namespace {
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struct ConstBufferAddr {
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u32 index;
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u32 offset;
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};
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struct TextureInst {
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ConstBufferAddr cbuf;
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IR::Inst* inst;
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IR::Block* block;
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};
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using TextureInstVector = boost::container::small_vector<TextureInst, 24>;
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using VisitedBlocks = boost::container::flat_set<IR::Block*, std::less<IR::Block*>,
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boost::container::small_vector<IR::Block*, 2>>;
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IR::Opcode IndexedInstruction(const IR::Inst& inst) {
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switch (inst.Opcode()) {
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case IR::Opcode::BindlessImageSampleImplicitLod:
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case IR::Opcode::BoundImageSampleImplicitLod:
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return IR::Opcode::ImageSampleImplicitLod;
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case IR::Opcode::BoundImageSampleExplicitLod:
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case IR::Opcode::BindlessImageSampleExplicitLod:
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return IR::Opcode::ImageSampleExplicitLod;
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case IR::Opcode::BoundImageSampleDrefImplicitLod:
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case IR::Opcode::BindlessImageSampleDrefImplicitLod:
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return IR::Opcode::ImageSampleDrefImplicitLod;
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case IR::Opcode::BoundImageSampleDrefExplicitLod:
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case IR::Opcode::BindlessImageSampleDrefExplicitLod:
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return IR::Opcode::ImageSampleDrefExplicitLod;
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case IR::Opcode::BindlessImageGather:
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case IR::Opcode::BoundImageGather:
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return IR::Opcode::ImageGather;
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case IR::Opcode::BindlessImageGatherDref:
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case IR::Opcode::BoundImageGatherDref:
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return IR::Opcode::ImageGatherDref;
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default:
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return IR::Opcode::Void;
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}
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}
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bool IsBindless(const IR::Inst& inst) {
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switch (inst.Opcode()) {
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case IR::Opcode::BindlessImageSampleImplicitLod:
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case IR::Opcode::BindlessImageSampleExplicitLod:
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case IR::Opcode::BindlessImageSampleDrefImplicitLod:
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case IR::Opcode::BindlessImageSampleDrefExplicitLod:
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case IR::Opcode::BindlessImageGather:
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case IR::Opcode::BindlessImageGatherDref:
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return true;
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case IR::Opcode::BoundImageSampleImplicitLod:
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case IR::Opcode::BoundImageSampleExplicitLod:
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case IR::Opcode::BoundImageSampleDrefImplicitLod:
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case IR::Opcode::BoundImageSampleDrefExplicitLod:
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case IR::Opcode::BoundImageGather:
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case IR::Opcode::BoundImageGatherDref:
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return false;
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default:
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throw InvalidArgument("Invalid opcode {}", inst.Opcode());
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}
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}
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bool IsTextureInstruction(const IR::Inst& inst) {
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return IndexedInstruction(inst) != IR::Opcode::Void;
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}
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std::optional<ConstBufferAddr> Track(IR::Block* block, const IR::Value& value,
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VisitedBlocks& visited) {
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if (value.IsImmediate()) {
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// Immediates can't be a storage buffer
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return std::nullopt;
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}
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const IR::Inst* const inst{value.InstRecursive()};
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if (inst->Opcode() == IR::Opcode::GetCbufU32) {
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const IR::Value index{inst->Arg(0)};
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const IR::Value offset{inst->Arg(1)};
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if (!index.IsImmediate()) {
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// Reading a bindless texture from variable indices is valid
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// but not supported here at the moment
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return std::nullopt;
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}
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if (!offset.IsImmediate()) {
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// TODO: Support arrays of textures
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return std::nullopt;
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}
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return ConstBufferAddr{
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.index{index.U32()},
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.offset{offset.U32()},
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};
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}
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// Reversed loops are more likely to find the right result
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for (size_t arg = inst->NumArgs(); arg--;) {
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IR::Block* inst_block{block};
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if (inst->Opcode() == IR::Opcode::Phi) {
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// If we are going through a phi node, mark the current block as visited
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visited.insert(block);
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// and skip already visited blocks to avoid looping forever
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IR::Block* const phi_block{inst->PhiBlock(arg)};
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if (visited.contains(phi_block)) {
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// Already visited, skip
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continue;
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}
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inst_block = phi_block;
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}
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const std::optional storage_buffer{Track(inst_block, inst->Arg(arg), visited)};
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if (storage_buffer) {
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return *storage_buffer;
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}
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}
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return std::nullopt;
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}
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TextureInst MakeInst(Environment& env, IR::Block* block, IR::Inst& inst) {
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ConstBufferAddr addr;
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if (IsBindless(inst)) {
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VisitedBlocks visited;
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const std::optional<ConstBufferAddr> track_addr{Track(block, inst.Arg(0), visited)};
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if (!track_addr) {
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throw NotImplementedException("Failed to track bindless texture constant buffer");
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}
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addr = *track_addr;
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} else {
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addr = ConstBufferAddr{
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.index{env.TextureBoundBuffer()},
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.offset{inst.Arg(0).U32()},
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};
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}
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return TextureInst{
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.cbuf{addr},
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.inst{&inst},
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.block{block},
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};
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}
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class Descriptors {
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public:
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explicit Descriptors(TextureDescriptors& descriptors_) : descriptors{descriptors_} {}
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u32 Add(const TextureDescriptor& descriptor) {
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// TODO: Handle arrays
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auto it{std::ranges::find_if(descriptors, [&descriptor](const TextureDescriptor& existing) {
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return descriptor.cbuf_index == existing.cbuf_index &&
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descriptor.cbuf_offset == existing.cbuf_offset &&
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descriptor.type == existing.type;
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})};
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if (it != descriptors.end()) {
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return static_cast<u32>(std::distance(descriptors.begin(), it));
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}
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descriptors.push_back(descriptor);
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return static_cast<u32>(descriptors.size()) - 1;
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}
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private:
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TextureDescriptors& descriptors;
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};
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} // Anonymous namespace
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void TexturePass(Environment& env, IR::Program& program) {
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TextureInstVector to_replace;
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for (IR::Block* const block : program.post_order_blocks) {
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for (IR::Inst& inst : block->Instructions()) {
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if (!IsTextureInstruction(inst)) {
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continue;
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}
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to_replace.push_back(MakeInst(env, block, inst));
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}
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}
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// Sort instructions to visit textures by constant buffer index, then by offset
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std::ranges::sort(to_replace, [](const auto& lhs, const auto& rhs) {
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return lhs.cbuf.offset < rhs.cbuf.offset;
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});
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std::stable_sort(to_replace.begin(), to_replace.end(), [](const auto& lhs, const auto& rhs) {
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return lhs.cbuf.index < rhs.cbuf.index;
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});
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Descriptors descriptors{program.info.texture_descriptors};
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for (TextureInst& texture_inst : to_replace) {
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// TODO: Handle arrays
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IR::Inst* const inst{texture_inst.inst};
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const u32 index{descriptors.Add(TextureDescriptor{
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.type{inst->Flags<IR::TextureInstInfo>().type},
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.cbuf_index{texture_inst.cbuf.index},
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.cbuf_offset{texture_inst.cbuf.offset},
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.count{1},
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})};
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inst->ReplaceOpcode(IndexedInstruction(*inst));
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inst->SetArg(0, IR::Value{index});
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}
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}
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} // namespace Shader::Optimization
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