Support separate textures and samplers (#1216)
* Support separate textures and samplers * Add missing bindless flag, fix SNORM format on buffer textures * Add missing separation * Add comments about the new handles
This commit is contained in:
parent
0b6d206daa
commit
5795bb1528
17 changed files with 240 additions and 59 deletions
|
@ -4,7 +4,6 @@ using Ryujinx.Graphics.Gpu.Shader;
|
|||
using Ryujinx.Graphics.Gpu.State;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Engine
|
||||
{
|
||||
|
@ -91,9 +90,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
||||
cbDescAddress += (ulong)cbDescOffset;
|
||||
|
||||
ReadOnlySpan<byte> cbDescriptorData = _context.PhysicalMemory.GetSpan(cbDescAddress, 0x10);
|
||||
|
||||
SbDescriptor cbDescriptor = MemoryMarshal.Cast<byte, SbDescriptor>(cbDescriptorData)[0];
|
||||
SbDescriptor cbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(cbDescAddress);
|
||||
|
||||
BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
|
||||
}
|
||||
|
@ -110,9 +107,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
||||
sbDescAddress += (ulong)sbDescOffset;
|
||||
|
||||
ReadOnlySpan<byte> sbDescriptorData = _context.PhysicalMemory.GetSpan(sbDescAddress, 0x10);
|
||||
|
||||
SbDescriptor sbDescriptor = MemoryMarshal.Cast<byte, SbDescriptor>(sbDescriptorData)[0];
|
||||
SbDescriptor sbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(sbDescAddress);
|
||||
|
||||
BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
|
||||
}
|
||||
|
|
|
@ -292,9 +292,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
||||
sbDescAddress += (ulong)sbDescOffset;
|
||||
|
||||
ReadOnlySpan<byte> sbDescriptorData = _context.PhysicalMemory.GetSpan(sbDescAddress, 0x10);
|
||||
|
||||
SbDescriptor sbDescriptor = MemoryMarshal.Cast<byte, SbDescriptor>(sbDescriptorData)[0];
|
||||
SbDescriptor sbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(sbDescAddress);
|
||||
|
||||
BufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
|
||||
}
|
||||
|
|
|
@ -1,6 +1,3 @@
|
|||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
/// <summary>
|
||||
|
@ -41,11 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
|
||||
if (sampler == null)
|
||||
{
|
||||
ulong address = Address + (ulong)(uint)id * DescriptorSize;
|
||||
|
||||
ReadOnlySpan<byte> data = Context.PhysicalMemory.GetSpan(address, DescriptorSize);
|
||||
|
||||
SamplerDescriptor descriptor = MemoryMarshal.Cast<byte, SamplerDescriptor>(data)[0];
|
||||
SamplerDescriptor descriptor = Context.PhysicalMemory.Read<SamplerDescriptor>(Address + (ulong)id * DescriptorSize);
|
||||
|
||||
sampler = new Sampler(Context, descriptor);
|
||||
|
||||
|
|
|
@ -1,8 +1,6 @@
|
|||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Gpu.State;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
|
@ -11,6 +9,9 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
/// </summary>
|
||||
class TextureBindingsManager
|
||||
{
|
||||
private const int HandleHigh = 16;
|
||||
private const int HandleMask = (1 << HandleHigh) - 1;
|
||||
|
||||
private GpuContext _context;
|
||||
|
||||
private bool _isCompute;
|
||||
|
@ -114,7 +115,6 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
}
|
||||
|
||||
_samplerPool = new SamplerPool(_context, address, maximumId);
|
||||
|
||||
_samplerIndex = samplerIndex;
|
||||
}
|
||||
|
||||
|
@ -195,7 +195,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, binding.CbufSlot);
|
||||
}
|
||||
|
||||
packedId = MemoryMarshal.Cast<byte, int>(_context.PhysicalMemory.GetSpan(address + (ulong)binding.CbufOffset * 4, 4))[0];
|
||||
packedId = _context.PhysicalMemory.Read<int>(address + (ulong)binding.CbufOffset * 4);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -324,9 +324,20 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
|
||||
}
|
||||
|
||||
address += (uint)wordOffset * 4;
|
||||
int handle = _context.PhysicalMemory.Read<int>(address + (ulong)(wordOffset & HandleMask) * 4);
|
||||
|
||||
return BitConverter.ToInt32(_context.PhysicalMemory.GetSpan(address, 4));
|
||||
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
|
||||
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
|
||||
// bindless textures on the shader), we extend it with another value on the higher 16 bits with
|
||||
// another offset for the sampler.
|
||||
// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
|
||||
// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
|
||||
if (wordOffset >> HandleHigh != 0)
|
||||
{
|
||||
handle |= _context.PhysicalMemory.Read<int>(address + (ulong)(wordOffset >> HandleHigh) * 4);
|
||||
}
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -773,6 +773,22 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
}
|
||||
}
|
||||
|
||||
if (info.Target == Target.TextureBuffer)
|
||||
{
|
||||
// We assume that the host does not support signed normalized format
|
||||
// (as is the case with OpenGL), so we just use a unsigned format.
|
||||
// The shader will need the appropriate conversion code to compensate.
|
||||
switch (formatInfo.Format)
|
||||
{
|
||||
case Format.R8Snorm: formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1); break;
|
||||
case Format.R16Snorm: formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2); break;
|
||||
case Format.R8G8Snorm: formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2); break;
|
||||
case Format.R16G16Snorm: formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4); break;
|
||||
case Format.R8G8B8A8Snorm: formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4); break;
|
||||
case Format.R16G16B16A16Snorm: formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8); break;
|
||||
}
|
||||
}
|
||||
|
||||
int width = info.Width / info.SamplesInX;
|
||||
int height = info.Height / info.SamplesInY;
|
||||
|
||||
|
|
|
@ -1,9 +1,7 @@
|
|||
using Ryujinx.Common.Logging;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Gpu.Memory;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
{
|
||||
|
@ -83,11 +81,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
/// <returns>The texture descriptor</returns>
|
||||
public TextureDescriptor GetDescriptor(int id)
|
||||
{
|
||||
ulong address = Address + (ulong)(uint)id * DescriptorSize;
|
||||
|
||||
ReadOnlySpan<byte> data = Context.PhysicalMemory.GetSpan(address, DescriptorSize);
|
||||
|
||||
return MemoryMarshal.Cast<byte, TextureDescriptor>(data)[0];
|
||||
return Context.PhysicalMemory.Read<TextureDescriptor>(Address + (ulong)id * DescriptorSize);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -107,9 +101,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
|
||||
if (texture != null)
|
||||
{
|
||||
ReadOnlySpan<byte> data = Context.PhysicalMemory.GetSpan(address, DescriptorSize);
|
||||
|
||||
TextureDescriptor descriptor = MemoryMarshal.Cast<byte, TextureDescriptor>(data)[0];
|
||||
TextureDescriptor descriptor = Context.PhysicalMemory.Read<TextureDescriptor>(address);
|
||||
|
||||
// If the descriptors are the same, the texture is the same,
|
||||
// we don't need to remove as it was not modified. Just continue.
|
||||
|
|
|
@ -46,11 +46,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reads a structure from GPU mapped memory.
|
||||
/// Reads data from GPU mapped memory.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type of the structure</typeparam>
|
||||
/// <param name="gpuVa">GPU virtual address where the structure is located</param>
|
||||
/// <returns>The structure at the specified memory location</returns>
|
||||
/// <typeparam name="T">Type of the data</typeparam>
|
||||
/// <param name="gpuVa">GPU virtual address where the data is located</param>
|
||||
/// <returns>The data at the specified memory location</returns>
|
||||
public T Read<T>(ulong gpuVa) where T : unmanaged
|
||||
{
|
||||
ulong processVa = _context.MemoryManager.Translate(gpuVa);
|
||||
|
@ -67,7 +67,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
|||
{
|
||||
ulong processVa = _context.MemoryManager.Translate(gpuVa);
|
||||
|
||||
return BitConverter.ToInt32(_context.PhysicalMemory.GetSpan(processVa, 4));
|
||||
return _context.PhysicalMemory.Read<int>(processVa);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -79,7 +79,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
|||
{
|
||||
ulong processVa = _context.MemoryManager.Translate(gpuVa);
|
||||
|
||||
return BitConverter.ToUInt64(_context.PhysicalMemory.GetSpan(processVa, 8));
|
||||
return _context.PhysicalMemory.Read<ulong>(processVa);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
using System;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Memory
|
||||
{
|
||||
|
@ -33,6 +34,17 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
|||
return _cpuMemory.GetSpan(address, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reads data from the application process.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type of the structure</typeparam>
|
||||
/// <param name="gpuVa">Address to read from</param>
|
||||
/// <returns>The data at the specified memory location</returns>
|
||||
public T Read<T>(ulong address) where T : unmanaged
|
||||
{
|
||||
return MemoryMarshal.Cast<byte, T>(GetSpan(address, Unsafe.SizeOf<T>()))[0];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Writes data to the application process.
|
||||
/// </summary>
|
||||
|
|
|
@ -324,6 +324,10 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
|
||||
if (!images.TryAdd(imageName, texOp))
|
||||
{
|
||||
// Ensure that all texture operations share the same format.
|
||||
// This avoid errors like mismatched formats.
|
||||
texOp.Format = images[imageName].Format;
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
|
|
|
@ -229,7 +229,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
}
|
||||
else
|
||||
{
|
||||
suffix = texOp.Handle.ToString();
|
||||
suffix = texOp.Handle.ToString("X");
|
||||
|
||||
if ((texOp.Type & SamplerType.Indexed) != 0)
|
||||
{
|
||||
|
@ -242,7 +242,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
|
||||
public static string GetImageName(ShaderStage stage, AstTextureOperation texOp, string indexExpr)
|
||||
{
|
||||
string suffix = texOp.Handle.ToString();
|
||||
string suffix = texOp.Handle.ToString("X");
|
||||
|
||||
if ((texOp.Type & SamplerType.Indexed) != 0)
|
||||
{
|
||||
|
|
|
@ -879,6 +879,8 @@ namespace Ryujinx.Graphics.Shader.Instructions
|
|||
if (op.IsBindless)
|
||||
{
|
||||
sourcesList.Add(Ra());
|
||||
|
||||
flags |= TextureFlags.Bindless;
|
||||
}
|
||||
|
||||
SamplerType type = ConvertSamplerType(op.Dimensions);
|
||||
|
@ -1081,6 +1083,24 @@ namespace Ryujinx.Graphics.Shader.Instructions
|
|||
|
||||
SamplerType type = ConvertSamplerType(op.Dimensions);
|
||||
|
||||
bool hasLod = op.LodMode > TextureLodMode.LodZero;
|
||||
|
||||
if (type == SamplerType.Texture1D && (flags & ~TextureFlags.Bindless) == TextureFlags.IntCoords && !(hasLod ||
|
||||
op.HasDepthCompare ||
|
||||
op.HasOffset ||
|
||||
op.IsArray ||
|
||||
op.IsMultisample))
|
||||
{
|
||||
// For bindless, we don't have any way to know the texture type,
|
||||
// so we assume it's texture buffer when the sampler type is 1D, since that's more common.
|
||||
bool isTypeBuffer = isBindless || context.Config.GpuAccessor.QueryIsTextureBuffer(op.Immediate);
|
||||
|
||||
if (isTypeBuffer)
|
||||
{
|
||||
type = SamplerType.TextureBuffer;
|
||||
}
|
||||
}
|
||||
|
||||
int coordsCount = type.GetDimensions();
|
||||
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
|
@ -1095,8 +1115,6 @@ namespace Ryujinx.Graphics.Shader.Instructions
|
|||
type |= SamplerType.Array;
|
||||
}
|
||||
|
||||
bool hasLod = op.LodMode > TextureLodMode.LodZero;
|
||||
|
||||
Operand lodValue = hasLod ? Rb() : ConstF(0);
|
||||
|
||||
Operand packedOffs = op.HasOffset ? Rb() : null;
|
||||
|
@ -1110,7 +1128,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
|
|||
|
||||
if ((op.LodMode == TextureLodMode.LodZero ||
|
||||
op.LodMode == TextureLodMode.LodLevel ||
|
||||
op.LodMode == TextureLodMode.LodLevelA) && !op.IsMultisample)
|
||||
op.LodMode == TextureLodMode.LodLevelA) && !op.IsMultisample && type != SamplerType.TextureBuffer)
|
||||
{
|
||||
sourcesList.Add(lodValue);
|
||||
|
||||
|
@ -1142,16 +1160,6 @@ namespace Ryujinx.Graphics.Shader.Instructions
|
|||
type |= SamplerType.Multisample;
|
||||
}
|
||||
|
||||
if (type == SamplerType.Texture1D && flags == TextureFlags.IntCoords && !isBindless)
|
||||
{
|
||||
bool isTypeBuffer = context.Config.GpuAccessor.QueryIsTextureBuffer(op.Immediate);
|
||||
|
||||
if (isTypeBuffer)
|
||||
{
|
||||
type = SamplerType.TextureBuffer;
|
||||
}
|
||||
}
|
||||
|
||||
Operand[] sources = sourcesList.ToArray();
|
||||
|
||||
int rdIndex = op.Rd.Index;
|
||||
|
|
|
@ -1,3 +1,5 @@
|
|||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
|
||||
{
|
||||
class Operation : INode
|
||||
|
@ -78,6 +80,18 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
|
|||
_sources[index] = source;
|
||||
}
|
||||
|
||||
protected void RemoveSource(int index)
|
||||
{
|
||||
SetSource(index, null);
|
||||
|
||||
Operand[] newSources = new Operand[_sources.Length - 1];
|
||||
|
||||
Array.Copy(_sources, 0, newSources, 0, index);
|
||||
Array.Copy(_sources, index + 1, newSources, index, _sources.Length - (index + 1));
|
||||
|
||||
_sources = newSources;
|
||||
}
|
||||
|
||||
public void TurnIntoCopy(Operand source)
|
||||
{
|
||||
TurnInto(Instruction.Copy, source);
|
||||
|
|
|
@ -26,8 +26,18 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
|
|||
public void TurnIntoIndexed(int handle)
|
||||
{
|
||||
Type |= SamplerType.Indexed;
|
||||
|
||||
Flags &= ~TextureFlags.Bindless;
|
||||
Handle = handle;
|
||||
}
|
||||
|
||||
public void SetHandle(int handle)
|
||||
{
|
||||
if ((Flags & TextureFlags.Bindless) != 0)
|
||||
{
|
||||
Flags &= ~TextureFlags.Bindless;
|
||||
|
||||
RemoveSource(0);
|
||||
}
|
||||
|
||||
Handle = handle;
|
||||
}
|
||||
|
|
|
@ -5,7 +5,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|||
class AstTextureOperation : AstOperation
|
||||
{
|
||||
public SamplerType Type { get; }
|
||||
public TextureFormat Format { get; }
|
||||
public TextureFormat Format { get; set; }
|
||||
public TextureFlags Flags { get; }
|
||||
|
||||
public int Handle { get; }
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
|
||||
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
|
||||
using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
|
||||
|
@ -27,10 +28,18 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
node = RewriteGlobalAccess(node, config);
|
||||
}
|
||||
|
||||
if (operation.Inst == Instruction.TextureSample)
|
||||
if (operation is TextureOperation texOp)
|
||||
{
|
||||
if (texOp.Inst == Instruction.TextureSample)
|
||||
{
|
||||
node = RewriteTextureSample(node, config);
|
||||
}
|
||||
|
||||
if (texOp.Type == SamplerType.TextureBuffer)
|
||||
{
|
||||
node = InsertSnormNormalization(node, config);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -419,5 +428,57 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static LinkedListNode<INode> InsertSnormNormalization(LinkedListNode<INode> node, ShaderConfig config)
|
||||
{
|
||||
TextureOperation texOp = (TextureOperation)node.Value;
|
||||
|
||||
TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle);
|
||||
|
||||
int maxPositive = format switch
|
||||
{
|
||||
TextureFormat.R8Snorm => sbyte.MaxValue,
|
||||
TextureFormat.R8G8Snorm => sbyte.MaxValue,
|
||||
TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue,
|
||||
TextureFormat.R16Snorm => short.MaxValue,
|
||||
TextureFormat.R16G16Snorm => short.MaxValue,
|
||||
TextureFormat.R16G16B16A16Snorm => short.MaxValue,
|
||||
_ => 0
|
||||
};
|
||||
|
||||
// The value being 0 means that the format is not a SNORM format, so there's nothing to do here.
|
||||
if (maxPositive == 0)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
// Do normalization. We assume SINT formats are being used as replacement for SNORM (that is not supported).
|
||||
INode[] uses = texOp.Dest.UseOps.ToArray();
|
||||
|
||||
Operation convOp = new Operation(Instruction.ConvertS32ToFP, Local(), texOp.Dest);
|
||||
Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
|
||||
|
||||
node = node.List.AddAfter(node, convOp);
|
||||
node = node.List.AddAfter(node, normOp);
|
||||
|
||||
foreach (INode useOp in uses)
|
||||
{
|
||||
if (!(useOp is Operation op))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Replace all uses of the texture pixel value with the normalized value.
|
||||
for (int index = 0; index < op.SourcesCount; index++)
|
||||
{
|
||||
if (op.GetSource(index) == texOp.Dest)
|
||||
{
|
||||
op.SetSource(index, normOp.Dest);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,50 @@
|
|||
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
||||
{
|
||||
class BindlessElimination
|
||||
{
|
||||
public static void RunPass(BasicBlock block)
|
||||
{
|
||||
// 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 the result of a bitwise OR logical operation.
|
||||
// - Both sources of the OR operation comes from CB2 (used by NVN to hold texture handles).
|
||||
for (LinkedListNode<INode> 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 handleCombineOp))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (handleCombineOp.Inst != Instruction.BitwiseOr)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Operand src0 = handleCombineOp.GetSource(0);
|
||||
Operand src1 = handleCombineOp.GetSource(1);
|
||||
|
||||
if (src0.Type != OperandType.ConstantBuffer || src0.GetCbufSlot() != 2 ||
|
||||
src1.Type != OperandType.ConstantBuffer || src1.GetCbufSlot() != 2)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
texOp.SetHandle(src0.GetCbufOffset() | (src1.GetCbufOffset() << 16));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +1,5 @@
|
|||
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
|
@ -88,6 +89,22 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
|||
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
|
||||
{
|
||||
BindlessToIndexed.RunPass(blocks[blkIndex]);
|
||||
BindlessElimination.RunPass(blocks[blkIndex]);
|
||||
|
||||
// Try to eliminate any operations that are now unused.
|
||||
LinkedListNode<INode> node = blocks[blkIndex].Operations.First;
|
||||
|
||||
while (node != null)
|
||||
{
|
||||
LinkedListNode<INode> nextNode = node.Next;
|
||||
|
||||
if (IsUnused(node.Value))
|
||||
{
|
||||
RemoveNode(blocks[blkIndex], node);
|
||||
}
|
||||
|
||||
node = nextNode;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue