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Extend bindless elimination to see through shuffle (#5958)

* Extend bindless elimination to see through shuffle

* Shader cache version bump
gdkchan 2 лет назад
Родитель
Сommit
21cd4c0c00

+ 1 - 1
src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs

@@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
         private const ushort FileFormatVersionMajor = 1;
         private const ushort FileFormatVersionMinor = 2;
         private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
-        private const uint CodeGenVersion = 5957;
+        private const uint CodeGenVersion = 5958;
 
         private const string SharedTocFileName = "shared.toc";
         private const string SharedDataFileName = "shared.data";

+ 10 - 1
src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessElimination.cs

@@ -29,7 +29,16 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
 
                 if (texOp.Inst == Instruction.TextureSample || texOp.Inst.IsTextureQuery())
                 {
-                    Operand bindlessHandle = Utils.FindLastOperation(texOp.GetSource(0), block);
+                    Operand bindlessHandle = texOp.GetSource(0);
+
+                    // In some cases the compiler uses a shuffle operation to get the handle,
+                    // for some textureGrad implementations. In those cases, we can skip the shuffle.
+                    if (bindlessHandle.AsgOp is Operation shuffleOp && shuffleOp.Inst == Instruction.Shuffle)
+                    {
+                        bindlessHandle = shuffleOp.GetSource(0);
+                    }
+
+                    bindlessHandle = Utils.FindLastOperation(bindlessHandle, block);
 
                     // Some instructions do not encode an accurate sampler type:
                     // - Most instructions uses the same type for 1D and Buffer.