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- using Ryujinx.Graphics.Shader.IntermediateRepresentation;
- using System.Collections.Generic;
- using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
- namespace Ryujinx.Graphics.Shader.Translation.Optimizations
- {
- static class BindlessToIndexed
- {
- public static void RunPass(BasicBlock block)
- {
- // We can turn a bindless texture access into a indexed access,
- // as long the following conditions are true:
- // - The handle is loaded using a LDC instruction.
- // - The handle is loaded from the constant buffer with the handles (CB2 for NVN).
- // - The load has a constant offset.
- // The base offset of the array of handles on the constant buffer is the constant offset.
- for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
- {
- if (!(node.Value is TextureOperation texOp))
- {
- continue;
- }
- if ((texOp.Flags & TextureFlags.Bindless) == 0)
- {
- continue;
- }
- if (!(texOp.GetSource(0).AsgOp is Operation handleAsgOp))
- {
- continue;
- }
- if (handleAsgOp.Inst != Instruction.LoadConstant)
- {
- continue;
- }
- Operand ldcSrc0 = handleAsgOp.GetSource(0);
- Operand ldcSrc1 = handleAsgOp.GetSource(1);
- if (ldcSrc0.Type != OperandType.Constant || ldcSrc0.Value != 2)
- {
- continue;
- }
- if (!(ldcSrc1.AsgOp is Operation addOp))
- {
- continue;
- }
- Operand addSrc1 = addOp.GetSource(1);
- if (addSrc1.Type != OperandType.Constant)
- {
- continue;
- }
- texOp.TurnIntoIndexed(addSrc1.Value);
- Operand index = Local();
- Operand source = addOp.GetSource(0);
- Operation shrBy1 = new Operation(Instruction.ShiftRightU32, index, source, Const(1));
- block.Operations.AddBefore(node, shrBy1);
- texOp.SetSource(0, index);
- }
- }
- }
- }
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