using Ryujinx.Graphics.Shader.IntermediateRepresentation; using System; using System.Collections.Generic; using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper; namespace Ryujinx.Graphics.Shader.Translation.Optimizations { static class BindlessToArray { private const int NvnTextureBufferIndex = 2; private const int HardcodedArrayLengthOgl = 4; // 1 and 0 elements are not considered arrays anymore. public const int MinimumArrayLength = 2; private const int NvnSlotArrayLength = 32; // nxnative: as BindlessElimination's public static void RunPassOgl(BasicBlock block, ResourceManager resourceManager) { // 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 node = block.Operations.First; node != null; node = node.Next) { if (node.Value is not TextureOperation texOp) { continue; } if ((texOp.Flags & TextureFlags.Bindless) == 0) { continue; } if (texOp.GetSource(0).AsgOp is not Operation handleAsgOp) { continue; } if (handleAsgOp.Inst != Instruction.Load || handleAsgOp.StorageKind != StorageKind.ConstantBuffer || handleAsgOp.SourcesCount != 4) { continue; } Operand ldcSrc0 = handleAsgOp.GetSource(0); if (ldcSrc0.Type != OperandType.Constant || !resourceManager.TryGetConstantBufferSlot(ldcSrc0.Value, out int src0CbufSlot) || src0CbufSlot != NvnTextureBufferIndex) { continue; } Operand ldcSrc1 = handleAsgOp.GetSource(1); // We expect field index 0 to be accessed. if (ldcSrc1.Type != OperandType.Constant || ldcSrc1.Value != 0) { continue; } Operand ldcSrc2 = handleAsgOp.GetSource(2); // FIXME: This is missing some checks, for example, a check to ensure that the shift value is 2. // Might be not worth fixing since if that doesn't kick in, the result will be no texture // to access anyway which is also wrong. // Plus this whole transform is fundamentally flawed as-is since we have no way to know the array size. // Eventually, this should be entirely removed in favor of a implementation that supports true bindless // texture access. if (ldcSrc2.AsgOp is not Operation shrOp || shrOp.Inst != Instruction.ShiftRightU32) { continue; } if (shrOp.GetSource(0).AsgOp is not Operation shrOp2 || shrOp2.Inst != Instruction.ShiftRightU32) { continue; } if (shrOp2.GetSource(0).AsgOp is not Operation addOp || addOp.Inst != Instruction.Add) { continue; } Operand addSrc1 = addOp.GetSource(1); if (addSrc1.Type != OperandType.Constant) { continue; } TurnIntoArray(resourceManager, texOp, NvnTextureBufferIndex, addSrc1.Value / 4, HardcodedArrayLengthOgl); Operand index = Local(); Operand source = addOp.GetSource(0); Operation shrBy3 = new(Instruction.ShiftRightU32, index, source, Const(3)); block.Operations.AddBefore(node, shrBy3); texOp.SetSource(0, index); } } public static void RunPass(BasicBlock block, ResourceManager resourceManager, IGpuAccessor gpuAccessor) { // 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 node = block.Operations.First; node != null; node = node.Next) { if (node.Value is not TextureOperation texOp) { continue; } if ((texOp.Flags & TextureFlags.Bindless) == 0) { continue; } Operand bindlessHandle = Utils.FindLastOperation(texOp.GetSource(0), block); if (bindlessHandle.AsgOp is not Operation handleAsgOp) { continue; } int secondaryCbufSlot = 0; int secondaryCbufOffset = 0; bool hasSecondaryHandle = false; if (handleAsgOp.Inst == Instruction.BitwiseOr) { Operand src0 = Utils.FindLastOperation(handleAsgOp.GetSource(0), block); Operand src1 = Utils.FindLastOperation(handleAsgOp.GetSource(1), block); if (src0.Type == OperandType.ConstantBuffer && src1.AsgOp is Operation) { handleAsgOp = src1.AsgOp as Operation; secondaryCbufSlot = src0.GetCbufSlot(); secondaryCbufOffset = src0.GetCbufOffset(); hasSecondaryHandle = true; } else if (src0.AsgOp is Operation && src1.Type == OperandType.ConstantBuffer) { handleAsgOp = src0.AsgOp as Operation; secondaryCbufSlot = src1.GetCbufSlot(); secondaryCbufOffset = src1.GetCbufOffset(); hasSecondaryHandle = true; } } if (handleAsgOp.Inst != Instruction.Load || handleAsgOp.StorageKind != StorageKind.ConstantBuffer || handleAsgOp.SourcesCount != 4) { continue; } Operand ldcSrc0 = handleAsgOp.GetSource(0); if (ldcSrc0.Type != OperandType.Constant || !resourceManager.TryGetConstantBufferSlot(ldcSrc0.Value, out int src0CbufSlot)) { continue; } Operand ldcSrc1 = handleAsgOp.GetSource(1); // We expect field index 0 to be accessed. if (ldcSrc1.Type != OperandType.Constant || ldcSrc1.Value != 0) { continue; } Operand ldcVecIndex = handleAsgOp.GetSource(2); Operand ldcElemIndex = handleAsgOp.GetSource(3); if (ldcVecIndex.Type != OperandType.LocalVariable || ldcElemIndex.Type != OperandType.LocalVariable) { continue; } int cbufSlot; int handleIndex; if (hasSecondaryHandle) { cbufSlot = TextureHandle.PackSlots(src0CbufSlot, secondaryCbufSlot); handleIndex = TextureHandle.PackOffsets(0, secondaryCbufOffset, TextureHandleType.SeparateSamplerHandle); } else { cbufSlot = src0CbufSlot; handleIndex = 0; } int length = Math.Max(MinimumArrayLength, gpuAccessor.QueryTextureArrayLengthFromBuffer(src0CbufSlot)); // nxnative: the replay binds images and buffer textures element by element, so these stay short; the game's sampled textures take a table the host builds (dmsh_build.py pool_arrays) if (src0CbufSlot != NvnTextureBufferIndex && (texOp.Inst.IsImage() || (texOp.Type & SamplerType.Mask) == SamplerType.TextureBuffer)) { length = Math.Min(length, NvnSlotArrayLength); } // nxnative: handles at a computed index past a constant base, the base beyond the array's length: every read would clamp to its last element, which is no handle. Fire Emblem Fortune's // Weave's character shaders read their cube maps as c[14][8 i + 0x340] (LDC after a shift of 3). The array starts at the base instead (the host fills element k from base + 8k), so // the index is that of the handle within the table. A base inside the array keeps the array at 0, as before if (!hasSecondaryHandle && TryArrayBase(ldcVecIndex, out Operand tableIndex, out int baseOffset) && baseOffset / 8 >= length) { TurnIntoArray(resourceManager, texOp, cbufSlot, baseOffset / 4, length); Operand element = Local(); Operand elementMin = Local(); block.Operations.AddBefore(node, new Operation(Instruction.ShiftRightU32, element, tableIndex, Const(3))); block.Operations.AddBefore(node, new Operation(Instruction.MinimumU32, elementMin, element, Const(length - 1))); texOp.SetSource(0, elementMin); continue; } TurnIntoArray(resourceManager, texOp, cbufSlot, handleIndex, length); Operand vecIndex = Local(); Operand elemIndex = Local(); Operand index = Local(); Operand indexMin = Local(); block.Operations.AddBefore(node, new Operation(Instruction.ShiftLeft, vecIndex, ldcVecIndex, Const(1))); block.Operations.AddBefore(node, new Operation(Instruction.ShiftRightU32, elemIndex, ldcElemIndex, Const(1))); block.Operations.AddBefore(node, new Operation(Instruction.Add, index, vecIndex, elemIndex)); block.Operations.AddBefore(node, new Operation(Instruction.MinimumU32, indexMin, index, Const(length - 1))); texOp.SetSource(0, indexMin); } } // nxnative: the vector index of a constant buffer load whose address is (index + a constant byte offset) >> 2 >> 2: that index and offset private static bool TryArrayBase(Operand vecIndex, out Operand index, out int byteOffset) { index = null; byteOffset = 0; static bool ShiftBy2(Operand o, out Operand source) { source = null; if (o.AsgOp is Operation op && op.Inst == Instruction.ShiftRightU32 && op.GetSource(1).Type == OperandType.Constant && op.GetSource(1).Value == 2) { source = op.GetSource(0); return true; } return false; } if (!ShiftBy2(vecIndex, out Operand word)) { return false; } if (word.AsgOp is Operation plus0 && plus0.Inst == Instruction.Add && plus0.GetSource(1).Type == OperandType.Constant && plus0.GetSource(1).Value == 0) { word = plus0.GetSource(0); } if (!ShiftBy2(word, out Operand address) || address.AsgOp is not Operation add || add.Inst != Instruction.Add || add.GetSource(1).Type != OperandType.Constant) { return false; } index = add.GetSource(0); byteOffset = add.GetSource(1).Value; return byteOffset > 0 && (byteOffset & 7) == 0; } private static void TurnIntoArray(ResourceManager resourceManager, TextureOperation texOp, int cbufSlot, int handleIndex, int length) { SetBindingPair setAndBinding = resourceManager.GetTextureOrImageBinding( texOp.Inst, texOp.Type, texOp.Format, texOp.Flags & ~TextureFlags.Bindless, cbufSlot, handleIndex, length); texOp.TurnIntoArray(setAndBinding); } } }