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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <optional>
#include <boost/container/flat_set.hpp>
#include <boost/container/small_vector.hpp>
#include "shader_recompiler/environment.h"
#include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/ir/ir_emitter.h"
#include "shader_recompiler/ir_opt/passes.h"
#include "shader_recompiler/shader_info.h"
namespace Shader::Optimization {
namespace {
struct ConstBufferAddr {
u32 index;
u32 offset;
};
struct TextureInst {
ConstBufferAddr cbuf;
IR::Inst* inst;
IR::Block* block;
};
using TextureInstVector = boost::container::small_vector<TextureInst, 24>;
using VisitedBlocks = boost::container::flat_set<IR::Block*, std::less<IR::Block*>,
boost::container::small_vector<IR::Block*, 2>>;
IR::Opcode IndexedInstruction(const IR::Inst& inst) {
switch (inst.Opcode()) {
case IR::Opcode::BindlessImageSampleImplicitLod:
case IR::Opcode::BoundImageSampleImplicitLod:
return IR::Opcode::ImageSampleImplicitLod;
case IR::Opcode::BoundImageSampleExplicitLod:
case IR::Opcode::BindlessImageSampleExplicitLod:
return IR::Opcode::ImageSampleExplicitLod;
case IR::Opcode::BoundImageSampleDrefImplicitLod:
case IR::Opcode::BindlessImageSampleDrefImplicitLod:
return IR::Opcode::ImageSampleDrefImplicitLod;
case IR::Opcode::BoundImageSampleDrefExplicitLod:
case IR::Opcode::BindlessImageSampleDrefExplicitLod:
return IR::Opcode::ImageSampleDrefExplicitLod;
case IR::Opcode::BindlessImageGather:
case IR::Opcode::BoundImageGather:
return IR::Opcode::ImageGather;
case IR::Opcode::BindlessImageGatherDref:
case IR::Opcode::BoundImageGatherDref:
return IR::Opcode::ImageGatherDref;
default:
return IR::Opcode::Void;
}
}
bool IsBindless(const IR::Inst& inst) {
switch (inst.Opcode()) {
case IR::Opcode::BindlessImageSampleImplicitLod:
case IR::Opcode::BindlessImageSampleExplicitLod:
case IR::Opcode::BindlessImageSampleDrefImplicitLod:
case IR::Opcode::BindlessImageSampleDrefExplicitLod:
case IR::Opcode::BindlessImageGather:
case IR::Opcode::BindlessImageGatherDref:
return true;
case IR::Opcode::BoundImageSampleImplicitLod:
case IR::Opcode::BoundImageSampleExplicitLod:
case IR::Opcode::BoundImageSampleDrefImplicitLod:
case IR::Opcode::BoundImageSampleDrefExplicitLod:
case IR::Opcode::BoundImageGather:
case IR::Opcode::BoundImageGatherDref:
return false;
default:
throw InvalidArgument("Invalid opcode {}", inst.Opcode());
}
}
bool IsTextureInstruction(const IR::Inst& inst) {
return IndexedInstruction(inst) != IR::Opcode::Void;
}
std::optional<ConstBufferAddr> Track(IR::Block* block, const IR::Value& value,
VisitedBlocks& visited) {
if (value.IsImmediate()) {
// Immediates can't be a storage buffer
return std::nullopt;
}
const IR::Inst* const inst{value.InstRecursive()};
if (inst->Opcode() == IR::Opcode::GetCbufU32) {
const IR::Value index{inst->Arg(0)};
const IR::Value offset{inst->Arg(1)};
if (!index.IsImmediate()) {
// Reading a bindless texture from variable indices is valid
// but not supported here at the moment
return std::nullopt;
}
if (!offset.IsImmediate()) {
// TODO: Support arrays of textures
return std::nullopt;
}
return ConstBufferAddr{
.index{index.U32()},
.offset{offset.U32()},
};
}
// Reversed loops are more likely to find the right result
for (size_t arg = inst->NumArgs(); arg--;) {
IR::Block* inst_block{block};
if (inst->Opcode() == IR::Opcode::Phi) {
// If we are going through a phi node, mark the current block as visited
visited.insert(block);
// and skip already visited blocks to avoid looping forever
IR::Block* const phi_block{inst->PhiBlock(arg)};
if (visited.contains(phi_block)) {
// Already visited, skip
continue;
}
inst_block = phi_block;
}
const std::optional storage_buffer{Track(inst_block, inst->Arg(arg), visited)};
if (storage_buffer) {
return *storage_buffer;
}
}
return std::nullopt;
}
TextureInst MakeInst(Environment& env, IR::Block* block, IR::Inst& inst) {
ConstBufferAddr addr;
if (IsBindless(inst)) {
VisitedBlocks visited;
const std::optional<ConstBufferAddr> track_addr{Track(block, inst.Arg(0), visited)};
if (!track_addr) {
throw NotImplementedException("Failed to track bindless texture constant buffer");
}
addr = *track_addr;
} else {
addr = ConstBufferAddr{
.index{env.TextureBoundBuffer()},
.offset{inst.Arg(0).U32()},
};
}
return TextureInst{
.cbuf{addr},
.inst{&inst},
.block{block},
};
}
class Descriptors {
public:
explicit Descriptors(TextureDescriptors& descriptors_) : descriptors{descriptors_} {}
u32 Add(const TextureDescriptor& descriptor) {
// TODO: Handle arrays
auto it{std::ranges::find_if(descriptors, [&descriptor](const TextureDescriptor& existing) {
return descriptor.cbuf_index == existing.cbuf_index &&
descriptor.cbuf_offset == existing.cbuf_offset &&
descriptor.type == existing.type;
})};
if (it != descriptors.end()) {
return static_cast<u32>(std::distance(descriptors.begin(), it));
}
descriptors.push_back(descriptor);
return static_cast<u32>(descriptors.size()) - 1;
}
private:
TextureDescriptors& descriptors;
};
} // Anonymous namespace
void TexturePass(Environment& env, IR::Program& program) {
TextureInstVector to_replace;
for (IR::Block* const block : program.post_order_blocks) {
for (IR::Inst& inst : block->Instructions()) {
if (!IsTextureInstruction(inst)) {
continue;
}
to_replace.push_back(MakeInst(env, block, inst));
}
}
// Sort instructions to visit textures by constant buffer index, then by offset
std::ranges::sort(to_replace, [](const auto& lhs, const auto& rhs) {
return lhs.cbuf.offset < rhs.cbuf.offset;
});
std::stable_sort(to_replace.begin(), to_replace.end(), [](const auto& lhs, const auto& rhs) {
return lhs.cbuf.index < rhs.cbuf.index;
});
Descriptors descriptors{program.info.texture_descriptors};
for (TextureInst& texture_inst : to_replace) {
// TODO: Handle arrays
IR::Inst* const inst{texture_inst.inst};
const u32 index{descriptors.Add(TextureDescriptor{
.type{inst->Flags<IR::TextureInstInfo>().type},
.cbuf_index{texture_inst.cbuf.index},
.cbuf_offset{texture_inst.cbuf.offset},
.count{1},
})};
inst->ReplaceOpcode(IndexedInstruction(*inst));
inst->SetArg(0, IR::Value{index});
}
}
} // namespace Shader::Optimization
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