Simplify logic for bindless texture handling (#1667)
* Simplify logic for bindless texture handling * Nits
This commit is contained in:
parent
eda6b78894
commit
934a78005e
16 changed files with 131 additions and 191 deletions
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@ -111,19 +111,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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if (descriptor.IsBindless)
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{
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textureBindings[index] = new TextureBindingInfo(
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target,
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descriptor.Binding,
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descriptor.CbufOffset,
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descriptor.CbufSlot,
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descriptor.Flags);
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}
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else
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{
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textureBindings[index] = new TextureBindingInfo(target, descriptor.Binding, descriptor.HandleIndex, descriptor.Flags);
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}
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textureBindings[index] = new TextureBindingInfo(
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target,
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descriptor.Binding,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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}
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TextureManager.SetComputeTextures(textureBindings);
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@ -137,7 +130,13 @@ namespace Ryujinx.Graphics.Gpu.Engine
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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Format format = ShaderTexture.GetFormat(descriptor.Format);
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imageBindings[index] = new TextureBindingInfo(target, format, descriptor.Binding, descriptor.HandleIndex, descriptor.Flags);
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imageBindings[index] = new TextureBindingInfo(
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target,
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format,
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descriptor.Binding,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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}
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TextureManager.SetComputeImages(imageBindings);
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@ -1024,14 +1024,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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if (descriptor.IsBindless)
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{
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textureBindings[index] = new TextureBindingInfo(target, descriptor.Binding, descriptor.CbufSlot, descriptor.CbufOffset, descriptor.Flags);
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}
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else
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{
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textureBindings[index] = new TextureBindingInfo(target, descriptor.Binding, descriptor.HandleIndex, descriptor.Flags);
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}
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textureBindings[index] = new TextureBindingInfo(
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target,
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descriptor.Binding,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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}
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TextureManager.SetGraphicsTextures(stage, textureBindings);
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@ -1045,7 +1043,13 @@ namespace Ryujinx.Graphics.Gpu.Engine
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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Format format = ShaderTexture.GetFormat(descriptor.Format);
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imageBindings[index] = new TextureBindingInfo(target, format, descriptor.Binding, descriptor.HandleIndex, descriptor.Flags);
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imageBindings[index] = new TextureBindingInfo(
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target,
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format,
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descriptor.Binding,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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}
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TextureManager.SetGraphicsImages(stage, imageBindings);
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@ -25,28 +25,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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public int Binding { get; }
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/// <summary>
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/// Shader texture handle.
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/// This is an index into the texture constant buffer.
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/// </summary>
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public int Handle { get; }
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/// <summary>
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/// Indicates if the texture is a bindless texture.
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/// </summary>
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/// <remarks>
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/// For those textures, Handle is ignored.
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/// </remarks>
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public bool IsBindless { get; }
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/// <summary>
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/// Constant buffer slot with the bindless texture handle, for bindless texture.
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/// Constant buffer slot with the texture handle.
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/// </summary>
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public int CbufSlot { get; }
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/// <summary>
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/// Constant buffer offset of the bindless texture handle, for bindless texture.
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/// Index of the texture handle on the constant buffer at slot <see cref="CbufSlot"/>.
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/// </summary>
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public int CbufOffset { get; }
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public int Handle { get; }
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/// <summary>
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/// Flags from the texture descriptor that indicate how the texture is used.
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@ -59,21 +45,17 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="target">The shader sampler target type</param>
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/// <param name="format">Format of the image as declared on the shader</param>
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/// <param name="binding">The shader texture binding point</param>
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/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
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/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
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/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
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public TextureBindingInfo(Target target, Format format, int binding, int handle, TextureUsageFlags flags)
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public TextureBindingInfo(Target target, Format format, int binding, int cbufSlot, int handle, TextureUsageFlags flags)
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{
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Target = target;
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Format = format;
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Binding = binding;
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Handle = handle;
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IsBindless = false;
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CbufSlot = 0;
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CbufOffset = 0;
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Flags = flags;
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Target = target;
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Format = format;
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Binding = binding;
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CbufSlot = cbufSlot;
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Handle = handle;
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Flags = flags;
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}
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/// <summary>
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@ -81,33 +63,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="binding">The shader texture binding point</param>
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/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
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/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
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/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
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public TextureBindingInfo(Target target, int binding, int handle, TextureUsageFlags flags) : this(target, (Format)0, binding, handle, flags)
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public TextureBindingInfo(Target target, int binding, int cbufSlot, int handle, TextureUsageFlags flags) : this(target, (Format)0, binding, cbufSlot, handle, flags)
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{
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}
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/// <summary>
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/// Constructs the bindless texture binding information structure.
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="binding">The shader texture binding point</param>
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/// <param name="cbufSlot">Constant buffer slot where the bindless texture handle is located</param>
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/// <param name="cbufOffset">Constant buffer offset of the bindless texture handle</param>
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/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
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public TextureBindingInfo(Target target, int binding, int cbufSlot, int cbufOffset, TextureUsageFlags flags)
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{
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Target = target;
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Format = 0;
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Binding = binding;
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Handle = 0;
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IsBindless = true;
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CbufSlot = cbufSlot;
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CbufOffset = cbufOffset;
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Flags = flags;
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}
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}
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}
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@ -267,30 +267,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
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int packedId;
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if (bindingInfo.IsBindless)
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{
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ulong address;
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var bufferManager = _context.Methods.BufferManager;
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if (_isCompute)
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{
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address = bufferManager.GetComputeUniformBufferAddress(bindingInfo.CbufSlot);
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}
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else
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{
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address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, bindingInfo.CbufSlot);
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}
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packedId = _context.PhysicalMemory.Read<int>(address + (ulong)bindingInfo.CbufOffset * 4);
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}
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else
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{
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packedId = ReadPackedId(stageIndex, bindingInfo.Handle, _textureBufferIndex);
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}
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int textureBufferIndex = bindingInfo.CbufSlot < 0 ? _textureBufferIndex : bindingInfo.CbufSlot;
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int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex);
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int textureId = UnpackTextureId(packedId);
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int samplerId;
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@ -361,7 +340,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
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int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, _textureBufferIndex);
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int textureBufferIndex = bindingInfo.CbufSlot < 0 ? _textureBufferIndex : bindingInfo.CbufSlot;
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int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex);
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int textureId = UnpackTextureId(packedId);
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Texture texture = pool.Get(textureId);
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@ -86,18 +86,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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private int FindDescriptorIndex(List<TextureDescriptor> list, AstTextureOperation texOp)
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{
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AstOperand operand = texOp.GetSource(0) as AstOperand;
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bool bindless = (texOp.Flags & TextureFlags.Bindless) > 0;
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int cBufSlot = bindless ? operand.CbufSlot : 0;
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int cBufOffset = bindless ? operand.CbufOffset : 0;
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return list.FindIndex(descriptor =>
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descriptor.Type == texOp.Type &&
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descriptor.CbufSlot == texOp.CbufSlot &&
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descriptor.HandleIndex == texOp.Handle &&
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descriptor.Format == texOp.Format &&
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descriptor.CbufSlot == cBufSlot &&
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descriptor.CbufOffset == cBufOffset);
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descriptor.Format == texOp.Format);
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}
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public int FindTextureDescriptorIndex(AstTextureOperation texOp)
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@ -305,24 +305,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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string samplerName = OperandManager.GetSamplerName(context.Config.Stage, texOp, indexExpr);
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if (!samplers.Add(samplerName))
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if ((texOp.Flags & TextureFlags.Bindless) != 0 || !samplers.Add(samplerName))
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{
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continue;
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}
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int firstBinding = -1;
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if ((texOp.Flags & TextureFlags.Bindless) != 0)
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{
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AstOperand operand = texOp.GetSource(0) as AstOperand;
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firstBinding = context.Config.Counts.IncrementTexturesCount();
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var desc = new TextureDescriptor(firstBinding, texOp.Type, operand.CbufSlot, operand.CbufOffset);
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context.TextureDescriptors.Add(desc);
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}
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else if ((texOp.Type & SamplerType.Indexed) != 0)
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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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@ -333,7 +323,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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firstBinding = binding;
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}
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var desc = new TextureDescriptor(binding, texOp.Type, texOp.Format, texOp.Handle + index * 2);
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var desc = new TextureDescriptor(binding, texOp.Type, texOp.Format, texOp.CbufSlot, texOp.Handle + index * 2);
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context.TextureDescriptors.Add(desc);
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}
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@ -342,7 +332,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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firstBinding = context.Config.Counts.IncrementTexturesCount();
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var desc = new TextureDescriptor(firstBinding, texOp.Type, texOp.Format, texOp.Handle);
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var desc = new TextureDescriptor(firstBinding, texOp.Type, texOp.Format, texOp.CbufSlot, texOp.Handle);
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context.TextureDescriptors.Add(desc);
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}
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@ -363,7 +353,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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string imageName = OperandManager.GetImageName(context.Config.Stage, texOp, indexExpr);
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if (!images.Add(imageName))
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if ((texOp.Flags & TextureFlags.Bindless) != 0 || !images.Add(imageName))
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{
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continue;
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}
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@ -381,7 +371,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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firstBinding = binding;
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}
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var desc = new TextureDescriptor(binding, texOp.Type, texOp.Format, texOp.Handle + index * 2);
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var desc = new TextureDescriptor(binding, texOp.Type, texOp.Format, texOp.CbufSlot, texOp.Handle + index * 2);
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context.ImageDescriptors.Add(desc);
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}
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@ -390,7 +380,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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firstBinding = context.Config.Counts.IncrementImagesCount();
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var desc = new TextureDescriptor(firstBinding, texOp.Type, texOp.Format, texOp.Handle);
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var desc = new TextureDescriptor(firstBinding, texOp.Type, texOp.Format, texOp.CbufSlot, texOp.Handle);
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context.ImageDescriptors.Add(desc);
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}
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@ -15,7 +15,13 @@ 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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// TODO: Bindless texture support. For now we just return 0/do nothing.
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if (isBindless)
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{
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return texOp.Inst == Instruction.ImageLoad ? NumberFormatter.FormatFloat(0) : "// imageStore(bindless)";
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}
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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 = texOp.Inst == Instruction.ImageLoad ? "imageLoad" : "imageStore";
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@ -79,7 +85,10 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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flags |= TextureUsageFlags.ResScaleUnsupported;
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}
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context.ImageDescriptors[index] = context.ImageDescriptors[index].SetFlag(flags);
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if (!isBindless)
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{
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context.ImageDescriptors[index] = context.ImageDescriptors[index].SetFlag(flags);
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}
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return vector;
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}
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@ -212,6 +221,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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// TODO: Bindless texture support. For now we just return 0.
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if (isBindless)
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{
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return NumberFormatter.FormatFloat(0);
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}
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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string indexExpr = null;
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@ -306,6 +321,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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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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// TODO: Bindless texture support. For now we just return 0.
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if (isBindless)
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{
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return NumberFormatter.FormatFloat(0);
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}
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// This combination is valid, but not available on GLSL.
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// For now, ignore the LOD level and do a normal sample.
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// TODO: How to implement it properly?
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@ -469,7 +490,10 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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flags |= TextureUsageFlags.ResScaleUnsupported;
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}
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context.TextureDescriptors[index] = context.TextureDescriptors[index].SetFlag(flags);
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if (!isBindless)
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{
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context.TextureDescriptors[index] = context.TextureDescriptors[index].SetFlag(flags);
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}
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}
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return vector;
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@ -572,6 +596,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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// TODO: Bindless texture support. For now we just return 0.
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if (isBindless)
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{
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return NumberFormatter.FormatInt(0);
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}
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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string indexExpr = null;
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@ -241,22 +241,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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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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string suffix = texOp.CbufSlot < 0 ? $"_tcb_{texOp.Handle:X}" : $"_cb{texOp.CbufSlot}_{texOp.Handle:X}";
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if ((texOp.Flags & TextureFlags.Bindless) != 0)
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if ((texOp.Type & SamplerType.Indexed) != 0)
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{
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AstOperand operand = texOp.GetSource(0) as AstOperand;
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suffix = $"_{texOp.Type.ToGlslSamplerType()}_cb{operand.CbufSlot}_{operand.CbufOffset}";
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}
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else
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{
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suffix = texOp.Handle.ToString("X");
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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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suffix += $"a[{indexExpr}]";
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}
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return GetShaderStagePrefix(stage) + "_" + DefaultNames.SamplerNamePrefix + suffix;
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@ -264,7 +253,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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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("X") + "_" + texOp.Format.ToGlslFormat();
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string suffix = texOp.CbufSlot < 0 ? $"_tcb_{texOp.Handle:X}_{texOp.Format.ToGlslFormat()}" : $"_cb{texOp.CbufSlot}_{texOp.Handle:X}_{texOp.Format.ToGlslFormat()}";
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if ((texOp.Type & SamplerType.Indexed) != 0)
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{
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@ -2,9 +2,13 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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{
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class TextureOperation : Operation
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{
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private const int DefaultCbufSlot = -1;
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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 CbufSlot { get; private set; }
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public int Handle { get; private set; }
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public TextureFormat Format { get; set; }
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@ -18,9 +22,10 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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Operand dest,
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params Operand[] sources) : base(inst, compIndex, dest, 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;
|
||||
CbufSlot = DefaultCbufSlot;
|
||||
Handle = handle;
|
||||
}
|
||||
|
||||
public void TurnIntoIndexed(int handle)
|
||||
|
@ -30,7 +35,7 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
|
|||
Handle = handle;
|
||||
}
|
||||
|
||||
public void SetHandle(int handle)
|
||||
public void SetHandle(int handle, int cbufSlot = DefaultCbufSlot)
|
||||
{
|
||||
if ((Flags & TextureFlags.Bindless) != 0)
|
||||
{
|
||||
|
@ -39,7 +44,8 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
|
|||
RemoveSource(0);
|
||||
}
|
||||
|
||||
Handle = handle;
|
||||
CbufSlot = cbufSlot;
|
||||
Handle = handle;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -8,6 +8,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|||
public TextureFormat Format { get; }
|
||||
public TextureFlags Flags { get; }
|
||||
|
||||
public int CbufSlot { get; }
|
||||
public int Handle { get; }
|
||||
public int ArraySize { get; }
|
||||
|
||||
|
@ -16,6 +17,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|||
SamplerType type,
|
||||
TextureFormat format,
|
||||
TextureFlags flags,
|
||||
int cbufSlot,
|
||||
int handle,
|
||||
int arraySize,
|
||||
int index,
|
||||
|
@ -24,6 +26,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|||
Type = type;
|
||||
Format = format;
|
||||
Flags = flags;
|
||||
CbufSlot = cbufSlot;
|
||||
Handle = handle;
|
||||
ArraySize = arraySize;
|
||||
}
|
||||
|
|
|
@ -117,6 +117,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|||
texOp.Type,
|
||||
texOp.Format,
|
||||
texOp.Flags,
|
||||
texOp.CbufSlot,
|
||||
texOp.Handle,
|
||||
4, // TODO: Non-hardcoded array size.
|
||||
texOp.Index,
|
||||
|
|
|
@ -5,46 +5,21 @@ namespace Ryujinx.Graphics.Shader
|
|||
public int Binding { get; }
|
||||
|
||||
public SamplerType Type { get; }
|
||||
|
||||
public TextureFormat Format { get; }
|
||||
|
||||
public int CbufSlot { get; }
|
||||
public int HandleIndex { get; }
|
||||
|
||||
public bool IsBindless { get; }
|
||||
|
||||
public int CbufSlot { get; }
|
||||
public int CbufOffset { get; }
|
||||
|
||||
public TextureUsageFlags Flags { get; set; }
|
||||
|
||||
public TextureDescriptor(int binding, SamplerType type, TextureFormat format, int handleIndex)
|
||||
public TextureDescriptor(int binding, SamplerType type, TextureFormat format, int cbufSlot, int handleIndex)
|
||||
{
|
||||
Binding = binding;
|
||||
Type = type;
|
||||
Format = format;
|
||||
CbufSlot = cbufSlot;
|
||||
HandleIndex = handleIndex;
|
||||
|
||||
IsBindless = false;
|
||||
|
||||
CbufSlot = 0;
|
||||
CbufOffset = 0;
|
||||
|
||||
Flags = TextureUsageFlags.None;
|
||||
}
|
||||
|
||||
public TextureDescriptor(int binding, SamplerType type, int cbufSlot, int cbufOffset)
|
||||
{
|
||||
Binding = binding;
|
||||
Type = type;
|
||||
Format = TextureFormat.Unknown;
|
||||
HandleIndex = 0;
|
||||
|
||||
IsBindless = true;
|
||||
|
||||
CbufSlot = cbufSlot;
|
||||
CbufOffset = cbufOffset;
|
||||
|
||||
Flags = TextureUsageFlags.None;
|
||||
Flags = TextureUsageFlags.None;
|
||||
}
|
||||
|
||||
public TextureDescriptor SetFlag(TextureUsageFlags flag)
|
||||
|
|
|
@ -5,15 +5,14 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
|||
{
|
||||
class BindlessElimination
|
||||
{
|
||||
private const int NvnTextureBufferSlot = 2;
|
||||
|
||||
public static void RunPass(BasicBlock block, ShaderConfig config)
|
||||
{
|
||||
// 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 a constant buffer value.
|
||||
// - 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).
|
||||
// - Both sources of the OR operation comes from a constant buffer.
|
||||
for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
|
||||
{
|
||||
if (!(node.Value is TextureOperation texOp))
|
||||
|
@ -26,9 +25,19 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
|||
continue;
|
||||
}
|
||||
|
||||
if (texOp.Inst == Instruction.TextureSample)
|
||||
if (texOp.Inst == Instruction.Lod ||
|
||||
texOp.Inst == Instruction.TextureSample ||
|
||||
texOp.Inst == Instruction.TextureSize)
|
||||
{
|
||||
if (!(texOp.GetSource(0).AsgOp is Operation handleCombineOp))
|
||||
Operand bindlessHandle = texOp.GetSource(0);
|
||||
|
||||
if (bindlessHandle.Type == OperandType.ConstantBuffer)
|
||||
{
|
||||
texOp.SetHandle(bindlessHandle.GetCbufOffset(), bindlessHandle.GetCbufSlot());
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!(bindlessHandle.AsgOp is Operation handleCombineOp))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
@ -41,21 +50,21 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
|||
Operand src0 = handleCombineOp.GetSource(0);
|
||||
Operand src1 = handleCombineOp.GetSource(1);
|
||||
|
||||
if (src0.Type != OperandType.ConstantBuffer || src0.GetCbufSlot() != NvnTextureBufferSlot ||
|
||||
src1.Type != OperandType.ConstantBuffer || src1.GetCbufSlot() != NvnTextureBufferSlot)
|
||||
if (src0.Type != OperandType.ConstantBuffer ||
|
||||
src1.Type != OperandType.ConstantBuffer || src0.GetCbufSlot() != src1.GetCbufSlot())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
texOp.SetHandle(src0.GetCbufOffset() | (src1.GetCbufOffset() << 16));
|
||||
texOp.SetHandle(src0.GetCbufOffset() | (src1.GetCbufOffset() << 16), src0.GetCbufSlot());
|
||||
}
|
||||
else if (texOp.Inst == Instruction.ImageLoad || texOp.Inst == Instruction.ImageStore)
|
||||
{
|
||||
Operand src0 = texOp.GetSource(0);
|
||||
|
||||
if (src0.Type == OperandType.ConstantBuffer && src0.GetCbufSlot() == NvnTextureBufferSlot)
|
||||
if (src0.Type == OperandType.ConstantBuffer)
|
||||
{
|
||||
texOp.SetHandle(src0.GetCbufOffset());
|
||||
texOp.SetHandle(src0.GetCbufOffset(), src0.GetCbufSlot());
|
||||
texOp.Format = config.GetTextureFormat(texOp.Handle);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,7 +8,7 @@ using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
|
|||
|
||||
namespace Ryujinx.Graphics.Shader.Translation
|
||||
{
|
||||
static class Lowering
|
||||
static class Rewriter
|
||||
{
|
||||
public static void RunPass(BasicBlock[] blocks, ShaderConfig config)
|
||||
{
|
|
@ -96,7 +96,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
Optimizer.RunPass(cfg.Blocks, config);
|
||||
|
||||
Lowering.RunPass(cfg.Blocks, config);
|
||||
Rewriter.RunPass(cfg.Blocks, config);
|
||||
}
|
||||
|
||||
funcs[i] = new Function(cfg.Blocks, $"fun{i}", false, inArgumentsCount, outArgumentsCount);
|
||||
|
|
|
@ -192,7 +192,7 @@ namespace Ryujinx.Graphics.Texture
|
|||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static void CalculateBC3Alpha(Span<byte> alpha)
|
||||
private static void CalculateBC3Alpha(Span<byte> alpha)
|
||||
{
|
||||
for (int i = 2; i < 8; i++)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue