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https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-23 09:35:36 +00:00
Add partial support for array of samplers, and add pass to identify them from bindless texture accesses
This commit is contained in:
parent
63345a3098
commit
3ab5c23f49
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@ -670,7 +670,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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private static Target GetTarget(SamplerType type)
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{
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type &= ~SamplerType.Shadow;
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type &= ~(SamplerType.Indexed | SamplerType.Shadow);
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switch (type)
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{
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@ -231,7 +231,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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foreach (AstTextureOperation texOp in info.Samplers.OrderBy(x => x.Handle))
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{
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string samplerName = OperandManager.GetSamplerName(context.Config.Stage, texOp);
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string indexExpr = NumberFormatter.FormatInt(texOp.ArraySize);
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string samplerName = OperandManager.GetSamplerName(context.Config.Stage, texOp, indexExpr);
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if (!samplers.TryAdd(samplerName, texOp))
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{
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@ -257,12 +259,25 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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desc = new TextureDescriptor(samplerName, texOp.Type, operand.CbufSlot, operand.CbufOffset);
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}
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else if ((texOp.Type & SamplerType.Indexed) != 0)
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{
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for (int index = 0; index < texOp.ArraySize; index++)
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{
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string indexExpr = NumberFormatter.FormatInt(index);
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string indexedSamplerName = OperandManager.GetSamplerName(context.Config.Stage, texOp, indexExpr);
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desc = new TextureDescriptor(indexedSamplerName, texOp.Type, texOp.Handle + index * 2);
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context.TextureDescriptors.Add(desc);
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}
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}
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else
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{
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desc = new TextureDescriptor(samplerName, texOp.Type, texOp.Handle);
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}
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context.TextureDescriptors.Add(desc);
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context.TextureDescriptors.Add(desc);
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}
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}
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}
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@ -272,7 +287,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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foreach (AstTextureOperation texOp in info.Images.OrderBy(x => x.Handle))
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{
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string imageName = OperandManager.GetImageName(context.Config.Stage, texOp);
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string indexExpr = NumberFormatter.FormatInt(texOp.ArraySize);
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string imageName = OperandManager.GetImageName(context.Config.Stage, texOp, indexExpr);
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if (!images.TryAdd(imageName, texOp))
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{
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@ -290,9 +307,25 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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AstTextureOperation texOp = kv.Value;
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TextureDescriptor desc = new TextureDescriptor(imageName, texOp.Type, texOp.Handle);
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if ((texOp.Type & SamplerType.Indexed) != 0)
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{
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for (int index = 0; index < texOp.ArraySize; index++)
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{
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string indexExpr = NumberFormatter.FormatInt(index);
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context.ImageDescriptors.Add(desc);
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string indexedSamplerName = OperandManager.GetSamplerName(context.Config.Stage, texOp, indexExpr);
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var desc = new TextureDescriptor(indexedSamplerName, texOp.Type, texOp.Handle + index * 2);
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context.TextureDescriptors.Add(desc);
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}
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}
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else
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{
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var desc = new TextureDescriptor(imageName, texOp.Type, texOp.Handle);
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context.ImageDescriptors.Add(desc);
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}
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}
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}
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@ -15,11 +15,26 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool isArray = (texOp.Type & SamplerType.Array) != 0;
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bool isArray = (texOp.Type & SamplerType.Array) != 0;
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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string texCall = "imageStore";
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string imageName = OperandManager.GetImageName(context.Config.Stage, texOp);
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int srcIndex = isBindless ? 1 : 0;
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string Src(VariableType type)
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{
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return GetSoureExpr(context, texOp.GetSource(srcIndex++), type);
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}
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string indexExpr = null;
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if (isIndexed)
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{
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indexExpr = Src(VariableType.S32);
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}
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string imageName = OperandManager.GetImageName(context.Config.Stage, texOp, indexExpr);
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texCall += "(" + imageName;
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@ -34,13 +49,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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arrayIndexElem = pCount++;
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}
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int srcIndex = isBindless ? 1 : 0;
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string Src(VariableType type)
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{
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return GetSoureExpr(context, texOp.GetSource(srcIndex++), type);
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}
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void Append(string str)
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{
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texCall += ", " + str;
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@ -174,6 +182,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
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bool isArray = (texOp.Type & SamplerType.Array) != 0;
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
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bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
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@ -209,7 +218,21 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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texCall += "Offsets";
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}
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string samplerName = OperandManager.GetSamplerName(context.Config.Stage, texOp);
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int srcIndex = isBindless ? 1 : 0;
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string Src(VariableType type)
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{
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return GetSoureExpr(context, texOp.GetSource(srcIndex++), type);
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}
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string indexExpr = null;
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if (isIndexed)
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{
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indexExpr = Src(VariableType.S32);
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}
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string samplerName = OperandManager.GetSamplerName(context.Config.Stage, texOp, indexExpr);
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texCall += "(" + samplerName;
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@ -249,13 +272,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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hasExtraCompareArg = true;
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}
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int srcIndex = isBindless ? 1 : 0;
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string Src(VariableType type)
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{
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return GetSoureExpr(context, texOp.GetSource(srcIndex++), type);
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}
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void Append(string str)
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{
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texCall += ", " + str;
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@ -395,11 +411,20 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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{
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AstTextureOperation texOp = (AstTextureOperation)operation;
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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string samplerName = OperandManager.GetSamplerName(context.Config.Stage, texOp);
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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IAstNode src0 = operation.GetSource(isBindless ? 1 : 0);
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string indexExpr = null;
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if (isIndexed)
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{
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indexExpr = GetSoureExpr(context, texOp.GetSource(0), VariableType.S32);
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}
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string samplerName = OperandManager.GetSamplerName(context.Config.Stage, texOp, indexExpr);
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IAstNode src0 = operation.GetSource(isBindless || isIndexed ? 1 : 0);
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string src0Expr = GetSoureExpr(context, src0, GetSrcVarType(operation.Inst, 0));
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@ -223,7 +223,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return ubName + "_" + DefaultNames.UniformNameSuffix;
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}
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public static string GetSamplerName(ShaderStage stage, AstTextureOperation texOp)
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public static string GetSamplerName(ShaderStage stage, AstTextureOperation texOp, string indexExpr)
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{
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string suffix;
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@ -235,16 +235,26 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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}
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else
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{
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suffix = (texOp.Handle - 8).ToString();
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suffix = texOp.Handle.ToString();
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if ((texOp.Type & SamplerType.Indexed) != 0)
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{
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suffix += $"a[{indexExpr}]";
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}
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}
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return GetShaderStagePrefix(stage) + "_" + DefaultNames.SamplerNamePrefix + suffix;
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}
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public static string GetImageName(ShaderStage stage, AstTextureOperation texOp)
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public static string GetImageName(ShaderStage stage, AstTextureOperation texOp, string indexExpr)
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{
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string suffix = texOp.Handle.ToString();
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if ((texOp.Type & SamplerType.Indexed) != 0)
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{
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suffix += $"a[{indexExpr}]";
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}
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return GetShaderStagePrefix(stage) + "_" + DefaultNames.ImageNamePrefix + suffix;
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}
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@ -2,10 +2,10 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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{
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class TextureOperation : Operation
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{
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public SamplerType Type { get; }
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public TextureFlags Flags { get; }
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public SamplerType Type { get; private set; }
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public TextureFlags Flags { get; private set; }
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public int Handle { get; }
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public int Handle { get; private set; }
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public TextureOperation(
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Instruction inst,
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Flags = flags;
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Handle = handle;
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}
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public void TurnIntoIndexed(int handle)
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{
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Type |= SamplerType.Indexed;
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Flags &= ~TextureFlags.Bindless;
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Handle = handle;
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}
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}
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}
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@ -14,8 +14,9 @@ namespace Ryujinx.Graphics.Shader
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Mask = 0xff,
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Array = 1 << 8,
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Multisample = 1 << 9,
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Shadow = 1 << 10
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Indexed = 1 << 9,
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Multisample = 1 << 10,
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Shadow = 1 << 11
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}
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static class SamplerTypeExtensions
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@ -7,19 +7,22 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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public SamplerType Type { get; }
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public TextureFlags Flags { get; }
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public int Handle { get; }
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public int Handle { get; }
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public int ArraySize { get; }
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public AstTextureOperation(
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Instruction inst,
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SamplerType type,
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TextureFlags flags,
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int handle,
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int arraySize,
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int compMask,
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params IAstNode[] sources) : base(inst, compMask, sources)
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{
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Type = type;
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Flags = flags;
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Handle = handle;
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Type = type;
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Flags = flags;
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Handle = handle;
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ArraySize = arraySize;
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}
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}
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}
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@ -60,6 +60,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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texOp.Type,
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texOp.Flags,
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texOp.Handle,
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4, // TODO: Non-hardcoded array size.
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componentMask,
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sources);
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}
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@ -0,0 +1,84 @@
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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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private const int StorageDescsBaseOffset = 0x44; // In words.
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private const int UbeStorageDescsBaseOffset = 0x84; // In words.
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private const int UbeStorageMaxCount = 14;
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private const int StorageDescSize = 4; // In words.
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private const int StorageMaxCount = 16;
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private const int StorageDescsSize = StorageDescSize * StorageMaxCount;
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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 addOp))
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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);
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Operand index = Local();
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Operand source = addOp.GetSource(0);
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Operation shrBy1 = new Operation(Instruction.ShiftRightU32, index, source, Const(1));
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block.Operations.AddBefore(node, shrBy1);
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texOp.SetSource(0, index);
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}
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}
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}
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}
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@ -84,6 +84,11 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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}
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}
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while (modified);
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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{
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BindlessToIndexed.RunPass(blocks[blkIndex]);
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}
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}
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private static void PropagateCopy(Operation copyOp)
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