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
This commit is contained in:
gdkchan 2020-05-27 11:07:10 -03:00 committed by GitHub
parent 0b6d206daa
commit 5795bb1528
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GPG key ID: 4AEE18F83AFDEB23
17 changed files with 240 additions and 59 deletions

View file

@ -1,6 +1,7 @@
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
@ -27,9 +28,17 @@ namespace Ryujinx.Graphics.Shader.Translation
node = RewriteGlobalAccess(node, config);
}
if (operation.Inst == Instruction.TextureSample)
if (operation is TextureOperation texOp)
{
node = RewriteTextureSample(node, config);
if (texOp.Inst == Instruction.TextureSample)
{
node = RewriteTextureSample(node, config);
}
if (texOp.Type == SamplerType.TextureBuffer)
{
node = InsertSnormNormalization(node, config);
}
}
}
}
@ -419,5 +428,57 @@ namespace Ryujinx.Graphics.Shader.Translation
return node;
}
private static LinkedListNode<INode> InsertSnormNormalization(LinkedListNode<INode> node, ShaderConfig config)
{
TextureOperation texOp = (TextureOperation)node.Value;
TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle);
int maxPositive = format switch
{
TextureFormat.R8Snorm => sbyte.MaxValue,
TextureFormat.R8G8Snorm => sbyte.MaxValue,
TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue,
TextureFormat.R16Snorm => short.MaxValue,
TextureFormat.R16G16Snorm => short.MaxValue,
TextureFormat.R16G16B16A16Snorm => short.MaxValue,
_ => 0
};
// The value being 0 means that the format is not a SNORM format, so there's nothing to do here.
if (maxPositive == 0)
{
return node;
}
// Do normalization. We assume SINT formats are being used as replacement for SNORM (that is not supported).
INode[] uses = texOp.Dest.UseOps.ToArray();
Operation convOp = new Operation(Instruction.ConvertS32ToFP, Local(), texOp.Dest);
Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
node = node.List.AddAfter(node, convOp);
node = node.List.AddAfter(node, normOp);
foreach (INode useOp in uses)
{
if (!(useOp is Operation op))
{
continue;
}
// Replace all uses of the texture pixel value with the normalized value.
for (int index = 0; index < op.SourcesCount; index++)
{
if (op.GetSource(index) == texOp.Dest)
{
op.SetSource(index, normOp.Dest);
}
}
}
return node;
}
}
}

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@ -0,0 +1,50 @@
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
class BindlessElimination
{
public static void RunPass(BasicBlock block)
{
// We can turn a bindless into regular access by recognizing the pattern
// produced by the compiler for separate texture and sampler.
// We check for the following conditions:
// - The handle is the result of a bitwise OR logical operation.
// - Both sources of the OR operation comes from CB2 (used by NVN to hold texture handles).
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 handleCombineOp))
{
continue;
}
if (handleCombineOp.Inst != Instruction.BitwiseOr)
{
continue;
}
Operand src0 = handleCombineOp.GetSource(0);
Operand src1 = handleCombineOp.GetSource(1);
if (src0.Type != OperandType.ConstantBuffer || src0.GetCbufSlot() != 2 ||
src1.Type != OperandType.ConstantBuffer || src1.GetCbufSlot() != 2)
{
continue;
}
texOp.SetHandle(src0.GetCbufOffset() | (src1.GetCbufOffset() << 16));
}
}
}
}

View file

@ -1,4 +1,5 @@
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
@ -88,6 +89,22 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
{
BindlessToIndexed.RunPass(blocks[blkIndex]);
BindlessElimination.RunPass(blocks[blkIndex]);
// Try to eliminate any operations that are now unused.
LinkedListNode<INode> node = blocks[blkIndex].Operations.First;
while (node != null)
{
LinkedListNode<INode> nextNode = node.Next;
if (IsUnused(node.Value))
{
RemoveNode(blocks[blkIndex], node);
}
node = nextNode;
}
}
}