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Extend bindless elimination to see through shuffle (#5958)
* Extend bindless elimination to see through shuffle * Shader cache version bump
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 5957;
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private const uint CodeGenVersion = 5958;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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@ -29,7 +29,16 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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if (texOp.Inst == Instruction.TextureSample || texOp.Inst.IsTextureQuery())
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{
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Operand bindlessHandle = Utils.FindLastOperation(texOp.GetSource(0), block);
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Operand bindlessHandle = texOp.GetSource(0);
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// In some cases the compiler uses a shuffle operation to get the handle,
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// for some textureGrad implementations. In those cases, we can skip the shuffle.
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if (bindlessHandle.AsgOp is Operation shuffleOp && shuffleOp.Inst == Instruction.Shuffle)
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{
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bindlessHandle = shuffleOp.GetSource(0);
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}
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bindlessHandle = Utils.FindLastOperation(bindlessHandle, block);
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// Some instructions do not encode an accurate sampler type:
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// - Most instructions uses the same type for 1D and Buffer.
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