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@@ -5,6 +5,66 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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{
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class BindlessElimination
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class BindlessElimination
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{
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{
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+ private static Operation FindBranchSource(BasicBlock block)
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+ {
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+ foreach (BasicBlock sourceBlock in block.Predecessors)
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+ {
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+ if (sourceBlock.Operations.Count > 0)
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+ {
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+ Operation lastOp = sourceBlock.Operations.Last.Value as Operation;
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+
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+ if (lastOp != null &&
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+ ((sourceBlock.Next == block && lastOp.Inst == Instruction.BranchIfFalse) ||
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+ (sourceBlock.Branch == block && lastOp.Inst == Instruction.BranchIfTrue)))
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+ {
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+ return lastOp;
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+ }
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+ }
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+ }
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+
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+ return null;
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+ }
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+
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+ private static bool BlockConditionsMatch(BasicBlock currentBlock, BasicBlock queryBlock)
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+ {
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+ // Check if all the conditions for the query block are satisfied by the current block.
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+ // Just checks the top-most conditional for now.
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+
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+ Operation currentBranch = FindBranchSource(currentBlock);
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+ Operation queryBranch = FindBranchSource(queryBlock);
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+
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+ Operand currentCondition = currentBranch?.GetSource(0);
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+ Operand queryCondition = queryBranch?.GetSource(0);
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+
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+ // The condition should be the same operand instance.
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+
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+ return currentBranch != null && queryBranch != null &&
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+ currentBranch.Inst == queryBranch.Inst &&
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+ currentCondition == queryCondition;
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+ }
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+
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+ private static Operand FindLastOperation(Operand source, BasicBlock block)
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+ {
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+ if (source.AsgOp is PhiNode phiNode)
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+ {
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+ // This source can have a different value depending on a previous branch.
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+ // Ensure that conditions met for that branch are also met for the current one.
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+ // Prefer the latest sources for the phi node.
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+
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+ for (int i = phiNode.SourcesCount - 1; i >= 0; i--)
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+ {
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+ BasicBlock phiBlock = phiNode.GetBlock(i);
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+
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+ if (BlockConditionsMatch(block, phiBlock))
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+ {
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+ return phiNode.GetSource(i);
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+ }
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+ }
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+ }
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+
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+ return source;
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+ }
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+
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public static void RunPass(BasicBlock block, ShaderConfig config)
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public static void RunPass(BasicBlock block, ShaderConfig config)
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{
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{
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// We can turn a bindless into regular access by recognizing the pattern
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// We can turn a bindless into regular access by recognizing the pattern
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@@ -29,7 +89,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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texOp.Inst == Instruction.TextureSample ||
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texOp.Inst == Instruction.TextureSample ||
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texOp.Inst == Instruction.TextureSize)
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texOp.Inst == Instruction.TextureSize)
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{
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{
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- Operand bindlessHandle = texOp.GetSource(0);
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+ Operand bindlessHandle = FindLastOperation(texOp.GetSource(0), block);
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if (bindlessHandle.Type == OperandType.ConstantBuffer)
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if (bindlessHandle.Type == OperandType.ConstantBuffer)
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{
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{
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@@ -47,8 +107,8 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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continue;
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continue;
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}
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}
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- Operand src0 = handleCombineOp.GetSource(0);
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- Operand src1 = handleCombineOp.GetSource(1);
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+ Operand src0 = FindLastOperation(handleCombineOp.GetSource(0), block);
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+ Operand src1 = FindLastOperation(handleCombineOp.GetSource(1), block);
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if (src0.Type != OperandType.ConstantBuffer ||
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if (src0.Type != OperandType.ConstantBuffer ||
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src1.Type != OperandType.ConstantBuffer || src0.GetCbufSlot() != src1.GetCbufSlot())
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src1.Type != OperandType.ConstantBuffer || src0.GetCbufSlot() != src1.GetCbufSlot())
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@@ -60,7 +120,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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}
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}
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else if (texOp.Inst == Instruction.ImageLoad || texOp.Inst == Instruction.ImageStore)
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else if (texOp.Inst == Instruction.ImageLoad || texOp.Inst == Instruction.ImageStore)
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{
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{
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- Operand src0 = texOp.GetSource(0);
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+ Operand src0 = FindLastOperation(texOp.GetSource(0), block);
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if (src0.Type == OperandType.ConstantBuffer)
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if (src0.Type == OperandType.ConstantBuffer)
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{
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{
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