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https://github.com/Ryujinx/Ryujinx.git
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f0b00c1ae9
* Fix TXQ for 3D textures. Assumes the texture is 3D if the component mask contains Z. This fixes a bug in UE4 games where parts of the map had garbage pointers to lighting voxels, as the lookup 3D texture was not being initialized. Most notable game is THPS1+2. May need another PR to keep image store data alive and properly flush it in order using the AutoDeleteCache. * Get sampler type for TextureSize from bound textures.
105 lines
4.2 KiB
C#
105 lines
4.2 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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class BindlessElimination
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{
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public static void RunPass(BasicBlock block, ShaderConfig config)
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{
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// We can turn a bindless into regular access by recognizing the pattern
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// produced by the compiler for separate texture and sampler.
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// We check for the following conditions:
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// - The handle is a constant buffer value.
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// - The handle is the result of a bitwise OR logical operation.
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// - Both sources of the OR operation comes from a constant buffer.
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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.Inst == Instruction.Lod ||
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texOp.Inst == Instruction.TextureSample ||
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texOp.Inst == Instruction.TextureSize)
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{
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Operand bindlessHandle = Utils.FindLastOperation(texOp.GetSource(0), block);
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bool rewriteSamplerType = texOp.Inst == Instruction.TextureSize;
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if (bindlessHandle.Type == OperandType.ConstantBuffer)
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{
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SetHandle(config, texOp, bindlessHandle.GetCbufOffset(), bindlessHandle.GetCbufSlot(), rewriteSamplerType);
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continue;
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}
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if (!(bindlessHandle.AsgOp is Operation handleCombineOp))
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{
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continue;
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}
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if (handleCombineOp.Inst != Instruction.BitwiseOr)
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{
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continue;
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}
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Operand src0 = Utils.FindLastOperation(handleCombineOp.GetSource(0), block);
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Operand src1 = Utils.FindLastOperation(handleCombineOp.GetSource(1), block);
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if (src0.Type != OperandType.ConstantBuffer || src1.Type != OperandType.ConstantBuffer)
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{
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continue;
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}
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SetHandle(
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config,
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texOp,
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src0.GetCbufOffset() | ((src1.GetCbufOffset() + 1) << 16),
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src0.GetCbufSlot() | ((src1.GetCbufSlot() + 1) << 16),
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rewriteSamplerType);
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}
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else if (texOp.Inst == Instruction.ImageLoad ||
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texOp.Inst == Instruction.ImageStore ||
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texOp.Inst == Instruction.ImageAtomic)
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{
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Operand src0 = Utils.FindLastOperation(texOp.GetSource(0), block);
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if (src0.Type == OperandType.ConstantBuffer)
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{
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int cbufOffset = src0.GetCbufOffset();
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int cbufSlot = src0.GetCbufSlot();
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if (texOp.Inst == Instruction.ImageAtomic)
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{
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texOp.Format = config.GetTextureFormatAtomic(cbufOffset, cbufSlot);
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}
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else
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{
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texOp.Format = config.GetTextureFormat(cbufOffset, cbufSlot);
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}
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SetHandle(config, texOp, cbufOffset, cbufSlot, false);
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}
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}
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}
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}
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private static void SetHandle(ShaderConfig config, TextureOperation texOp, int cbufOffset, int cbufSlot, bool rewriteSamplerType)
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{
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texOp.SetHandle(cbufOffset, cbufSlot);
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if (rewriteSamplerType)
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{
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texOp.Type = config.GpuAccessor.QuerySamplerType(cbufOffset, cbufSlot);
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}
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config.SetUsedTexture(texOp.Inst, texOp.Type, texOp.Format, texOp.Flags, cbufSlot, cbufOffset);
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}
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}
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}
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