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@@ -38,6 +38,12 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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// If we can't do bindless elimination, remove the texture operation.
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// Set any destination variables to zero.
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+ string typeName = texOp.Inst.IsImage()
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+ ? texOp.Type.ToGlslImageType(texOp.Format.GetComponentType())
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+ : texOp.Type.ToGlslTextureType();
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+
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+ gpuAccessor.Log($"Failed to find handle source for bindless access of type \"{typeName}\".");
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+
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for (int destIndex = 0; destIndex < texOp.DestsCount; destIndex++)
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{
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block.Operations.AddBefore(node, new Operation(Instruction.Copy, texOp.GetDest(destIndex), OperandHelper.Const(0)));
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@@ -62,17 +68,22 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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return false;
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}
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- Operand nvHandle = texOp.GetSource(0);
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+ Operand bindlessHandle = texOp.GetSource(0);
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- if (nvHandle.AsgOp is not Operation handleOp ||
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- handleOp.Inst != Instruction.Load ||
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- (handleOp.StorageKind != StorageKind.Input && handleOp.StorageKind != StorageKind.StorageBuffer))
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+ if (bindlessHandle.AsgOp is PhiNode phi)
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{
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- // Right now, we only allow bindless access when the handle comes from a shader input or storage buffer.
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- // This is an artificial limitation to prevent it from being used in cases where it
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- // would have a large performance impact of loading all textures in the pool.
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- // It might be removed in the future, if we can mitigate the performance impact.
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+ for (int srcIndex = 0; srcIndex < phi.SourcesCount; srcIndex++)
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+ {
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+ Operand phiSource = phi.GetSource(srcIndex);
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+ if (phiSource.AsgOp is not PhiNode && !IsBindlessAccessAllowed(phiSource))
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+ {
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+ return false;
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+ }
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+ }
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+ }
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+ else if (!IsBindlessAccessAllowed(bindlessHandle))
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+ {
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return false;
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}
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@@ -80,8 +91,8 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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Operand samplerHandle = OperandHelper.Local();
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Operand textureIndex = OperandHelper.Local();
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- block.Operations.AddBefore(node, new Operation(Instruction.BitwiseAnd, textureHandle, nvHandle, OperandHelper.Const(0xfffff)));
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- block.Operations.AddBefore(node, new Operation(Instruction.ShiftRightU32, samplerHandle, nvHandle, OperandHelper.Const(20)));
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+ block.Operations.AddBefore(node, new Operation(Instruction.BitwiseAnd, textureHandle, bindlessHandle, OperandHelper.Const(0xfffff)));
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+ block.Operations.AddBefore(node, new Operation(Instruction.ShiftRightU32, samplerHandle, bindlessHandle, OperandHelper.Const(20)));
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int texturePoolLength = Math.Max(BindlessToArray.MinimumArrayLength, gpuAccessor.QueryTextureArrayLengthFromPool());
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@@ -130,6 +141,30 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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return true;
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}
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+ private static bool IsBindlessAccessAllowed(Operand nvHandle)
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+ {
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+ if (nvHandle.Type == OperandType.ConstantBuffer)
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+ {
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+ // Bindless access with handles from constant buffer is allowed.
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+
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+ return true;
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+ }
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+
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+ if (nvHandle.AsgOp is not Operation handleOp ||
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+ handleOp.Inst != Instruction.Load ||
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+ (handleOp.StorageKind != StorageKind.Input && handleOp.StorageKind != StorageKind.StorageBuffer))
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+ {
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+ // Right now, we only allow bindless access when the handle comes from a shader input or storage buffer.
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+ // This is an artificial limitation to prevent it from being used in cases where it
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+ // would have a large performance impact of loading all textures in the pool.
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+ // It might be removed in the future, if we can mitigate the performance impact.
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+
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+ return false;
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+ }
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+
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+ return true;
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+ }
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+
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private static bool TryConvertBindless(BasicBlock block, ResourceManager resourceManager, IGpuAccessor gpuAccessor, TextureOperation texOp)
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{
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if (texOp.Inst == Instruction.TextureSample || texOp.Inst.IsTextureQuery())
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