Support separate textures and samplers (#1216)
* Support separate textures and samplers * Add missing bindless flag, fix SNORM format on buffer textures * Add missing separation * Add comments about the new handles
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0b6d206daa
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5795bb1528
17 changed files with 240 additions and 59 deletions
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@ -1,6 +1,7 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
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@ -27,9 +28,17 @@ namespace Ryujinx.Graphics.Shader.Translation
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node = RewriteGlobalAccess(node, config);
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}
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if (operation.Inst == Instruction.TextureSample)
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if (operation is TextureOperation texOp)
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{
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node = RewriteTextureSample(node, config);
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if (texOp.Inst == Instruction.TextureSample)
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{
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node = RewriteTextureSample(node, config);
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}
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if (texOp.Type == SamplerType.TextureBuffer)
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{
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node = InsertSnormNormalization(node, config);
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}
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}
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}
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}
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@ -419,5 +428,57 @@ namespace Ryujinx.Graphics.Shader.Translation
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return node;
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}
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private static LinkedListNode<INode> InsertSnormNormalization(LinkedListNode<INode> node, ShaderConfig config)
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{
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TextureOperation texOp = (TextureOperation)node.Value;
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TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle);
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int maxPositive = format switch
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{
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TextureFormat.R8Snorm => sbyte.MaxValue,
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TextureFormat.R8G8Snorm => sbyte.MaxValue,
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TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue,
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TextureFormat.R16Snorm => short.MaxValue,
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TextureFormat.R16G16Snorm => short.MaxValue,
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TextureFormat.R16G16B16A16Snorm => short.MaxValue,
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_ => 0
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};
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// The value being 0 means that the format is not a SNORM format, so there's nothing to do here.
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if (maxPositive == 0)
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{
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return node;
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}
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// Do normalization. We assume SINT formats are being used as replacement for SNORM (that is not supported).
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INode[] uses = texOp.Dest.UseOps.ToArray();
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Operation convOp = new Operation(Instruction.ConvertS32ToFP, Local(), texOp.Dest);
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Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
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node = node.List.AddAfter(node, convOp);
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node = node.List.AddAfter(node, normOp);
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foreach (INode useOp in uses)
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{
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if (!(useOp is Operation op))
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{
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continue;
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}
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// Replace all uses of the texture pixel value with the normalized value.
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for (int index = 0; index < op.SourcesCount; index++)
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{
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if (op.GetSource(index) == texOp.Dest)
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{
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op.SetSource(index, normOp.Dest);
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}
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}
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}
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return node;
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}
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}
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}
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@ -0,0 +1,50 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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class BindlessElimination
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{
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public static void RunPass(BasicBlock block)
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{
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// We can turn a bindless into regular access by recognizing the pattern
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// produced by the compiler for separate texture and sampler.
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// We check for the following conditions:
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// - The handle is the result of a bitwise OR logical operation.
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// - Both sources of the OR operation comes from CB2 (used by NVN to hold texture handles).
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for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
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{
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if (!(node.Value is TextureOperation texOp))
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{
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continue;
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}
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if ((texOp.Flags & TextureFlags.Bindless) == 0)
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{
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continue;
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}
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if (!(texOp.GetSource(0).AsgOp is Operation handleCombineOp))
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{
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continue;
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}
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if (handleCombineOp.Inst != Instruction.BitwiseOr)
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{
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continue;
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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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if (src0.Type != OperandType.ConstantBuffer || src0.GetCbufSlot() != 2 ||
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src1.Type != OperandType.ConstantBuffer || src1.GetCbufSlot() != 2)
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{
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continue;
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}
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texOp.SetHandle(src0.GetCbufOffset() | (src1.GetCbufOffset() << 16));
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}
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}
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}
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}
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@ -1,4 +1,5 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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@ -88,6 +89,22 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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{
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BindlessToIndexed.RunPass(blocks[blkIndex]);
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BindlessElimination.RunPass(blocks[blkIndex]);
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// Try to eliminate any operations that are now unused.
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LinkedListNode<INode> node = blocks[blkIndex].Operations.First;
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while (node != null)
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{
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LinkedListNode<INode> nextNode = node.Next;
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if (IsUnused(node.Value))
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{
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RemoveNode(blocks[blkIndex], node);
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}
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node = nextNode;
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}
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}
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}
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