5b2b6d594c
Games using D3D idioms can join images and samplers when a shader executes, instead of baking them into a combined sampler image. This is also possible on Vulkan. One approach to this solution would be to use separate samplers on Vulkan and leave this unimplemented on OpenGL, but we can't do this because there's no consistent way of determining which constant buffer holds a sampler and which one an image. We could in theory find the first bit and if it's in the TIC area, it's an image; but this falls apart when an image or sampler handle use an index of zero. The used approach is to track for a LOP.OR operation (this is done at an IR level, not at an ISA level), track again the constant buffers used as source and store this pair. Then, outside of shader execution, join the sample and image pair with a bitwise or operation. This approach won't work on games that truly use separate samplers in a meaningful way. For example, pooling textures in a 2D array and determining at runtime what sampler to use. This invalidates OpenGL's disk shader cache :) - Used mostly by D3D ports to Switch
237 lines
9.1 KiB
C++
237 lines
9.1 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <utility>
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#include <variant>
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#include "common/common_types.h"
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#include "video_core/shader/node.h"
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#include "video_core/shader/node_helper.h"
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#include "video_core/shader/shader_ir.h"
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namespace VideoCommon::Shader {
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namespace {
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std::pair<Node, s64> FindOperation(const NodeBlock& code, s64 cursor,
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OperationCode operation_code) {
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for (; cursor >= 0; --cursor) {
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Node node = code.at(cursor);
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if (const auto operation = std::get_if<OperationNode>(&*node)) {
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if (operation->GetCode() == operation_code) {
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return {std::move(node), cursor};
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}
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}
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if (const auto conditional = std::get_if<ConditionalNode>(&*node)) {
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const auto& conditional_code = conditional->GetCode();
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auto result = FindOperation(
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conditional_code, static_cast<s64>(conditional_code.size() - 1), operation_code);
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auto& found = result.first;
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if (found) {
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return {std::move(found), cursor};
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}
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}
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}
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return {};
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}
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std::optional<std::pair<Node, Node>> DecoupleIndirectRead(const OperationNode& operation) {
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if (operation.GetCode() != OperationCode::UAdd) {
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return std::nullopt;
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}
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Node gpr;
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Node offset;
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ASSERT(operation.GetOperandsCount() == 2);
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for (std::size_t i = 0; i < operation.GetOperandsCount(); i++) {
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Node operand = operation[i];
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if (std::holds_alternative<ImmediateNode>(*operand)) {
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offset = operation[i];
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} else if (std::holds_alternative<GprNode>(*operand)) {
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gpr = operation[i];
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}
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}
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if (offset && gpr) {
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return std::make_pair(gpr, offset);
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}
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return std::nullopt;
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}
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bool AmendNodeCv(std::size_t amend_index, Node node) {
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if (const auto operation = std::get_if<OperationNode>(&*node)) {
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operation->SetAmendIndex(amend_index);
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return true;
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}
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if (const auto conditional = std::get_if<ConditionalNode>(&*node)) {
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conditional->SetAmendIndex(amend_index);
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return true;
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}
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return false;
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}
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} // Anonymous namespace
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std::pair<Node, TrackSampler> ShaderIR::TrackBindlessSampler(Node tracked, const NodeBlock& code,
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s64 cursor) {
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if (const auto cbuf = std::get_if<CbufNode>(&*tracked)) {
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const u32 cbuf_index = cbuf->GetIndex();
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// Constant buffer found, test if it's an immediate
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const auto& offset = cbuf->GetOffset();
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if (const auto immediate = std::get_if<ImmediateNode>(&*offset)) {
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auto track = MakeTrackSampler<BindlessSamplerNode>(cbuf_index, immediate->GetValue());
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return {tracked, track};
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}
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if (const auto operation = std::get_if<OperationNode>(&*offset)) {
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const u32 bound_buffer = registry.GetBoundBuffer();
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if (bound_buffer != cbuf_index) {
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return {};
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}
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if (const std::optional pair = DecoupleIndirectRead(*operation)) {
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auto [gpr, base_offset] = *pair;
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return HandleBindlessIndirectRead(*cbuf, *operation, gpr, base_offset, tracked,
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code, cursor);
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}
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}
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return {};
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}
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if (const auto gpr = std::get_if<GprNode>(&*tracked)) {
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if (gpr->GetIndex() == Tegra::Shader::Register::ZeroIndex) {
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return {};
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}
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// Reduce the cursor in one to avoid infinite loops when the instruction sets the same
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// register that it uses as operand
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const auto [source, new_cursor] = TrackRegister(gpr, code, cursor - 1);
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if (!source) {
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return {};
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}
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return TrackBindlessSampler(source, code, new_cursor);
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}
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if (const auto operation = std::get_if<OperationNode>(&*tracked)) {
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const OperationNode& op = *operation;
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const OperationCode opcode = operation->GetCode();
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if (opcode == OperationCode::IBitwiseOr || opcode == OperationCode::UBitwiseOr) {
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ASSERT(op.GetOperandsCount() == 2);
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auto [node_a, index_a, offset_a] = TrackCbuf(op[0], code, cursor);
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auto [node_b, index_b, offset_b] = TrackCbuf(op[1], code, cursor);
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if (node_a && node_b) {
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auto track = MakeTrackSampler<SeparateSamplerNode>(std::pair{index_a, index_b},
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std::pair{offset_a, offset_b});
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return {tracked, std::move(track)};
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}
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}
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std::size_t i = op.GetOperandsCount();
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while (i--) {
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if (auto found = TrackBindlessSampler(op[i - 1], code, cursor); std::get<0>(found)) {
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// Constant buffer found in operand.
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return found;
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}
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}
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return {};
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}
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if (const auto conditional = std::get_if<ConditionalNode>(&*tracked)) {
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const auto& conditional_code = conditional->GetCode();
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return TrackBindlessSampler(tracked, conditional_code,
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static_cast<s64>(conditional_code.size()));
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}
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return {};
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}
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std::pair<Node, TrackSampler> ShaderIR::HandleBindlessIndirectRead(
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const CbufNode& cbuf, const OperationNode& operation, Node gpr, Node base_offset, Node tracked,
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const NodeBlock& code, s64 cursor) {
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const auto offset_imm = std::get<ImmediateNode>(*base_offset);
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const auto& gpu_driver = registry.AccessGuestDriverProfile();
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const u32 bindless_cv = NewCustomVariable();
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const u32 texture_handler_size = gpu_driver.GetTextureHandlerSize();
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Node op = Operation(OperationCode::UDiv, gpr, Immediate(texture_handler_size));
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Node cv_node = GetCustomVariable(bindless_cv);
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Node amend_op = Operation(OperationCode::Assign, std::move(cv_node), std::move(op));
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const std::size_t amend_index = DeclareAmend(std::move(amend_op));
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AmendNodeCv(amend_index, code[cursor]);
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// TODO: Implement bindless index custom variable
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auto track =
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MakeTrackSampler<ArraySamplerNode>(cbuf.GetIndex(), offset_imm.GetValue(), bindless_cv);
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return {tracked, track};
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}
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std::tuple<Node, u32, u32> ShaderIR::TrackCbuf(Node tracked, const NodeBlock& code,
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s64 cursor) const {
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if (const auto cbuf = std::get_if<CbufNode>(&*tracked)) {
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// Constant buffer found, test if it's an immediate
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const auto& offset = cbuf->GetOffset();
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if (const auto immediate = std::get_if<ImmediateNode>(&*offset)) {
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return {tracked, cbuf->GetIndex(), immediate->GetValue()};
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}
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return {};
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}
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if (const auto gpr = std::get_if<GprNode>(&*tracked)) {
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if (gpr->GetIndex() == Tegra::Shader::Register::ZeroIndex) {
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return {};
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}
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// Reduce the cursor in one to avoid infinite loops when the instruction sets the same
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// register that it uses as operand
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const auto [source, new_cursor] = TrackRegister(gpr, code, cursor - 1);
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if (!source) {
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return {};
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}
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return TrackCbuf(source, code, new_cursor);
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}
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if (const auto operation = std::get_if<OperationNode>(&*tracked)) {
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for (std::size_t i = operation->GetOperandsCount(); i > 0; --i) {
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if (auto found = TrackCbuf((*operation)[i - 1], code, cursor); std::get<0>(found)) {
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// Cbuf found in operand.
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return found;
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}
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}
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return {};
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}
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if (const auto conditional = std::get_if<ConditionalNode>(&*tracked)) {
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const auto& conditional_code = conditional->GetCode();
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return TrackCbuf(tracked, conditional_code, static_cast<s64>(conditional_code.size()));
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}
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return {};
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}
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std::optional<u32> ShaderIR::TrackImmediate(Node tracked, const NodeBlock& code, s64 cursor) const {
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// Reduce the cursor in one to avoid infinite loops when the instruction sets the same register
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// that it uses as operand
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const auto result = TrackRegister(&std::get<GprNode>(*tracked), code, cursor - 1);
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const auto& found = result.first;
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if (!found) {
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return {};
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}
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if (const auto immediate = std::get_if<ImmediateNode>(&*found)) {
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return immediate->GetValue();
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}
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return {};
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}
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std::pair<Node, s64> ShaderIR::TrackRegister(const GprNode* tracked, const NodeBlock& code,
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s64 cursor) const {
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for (; cursor >= 0; --cursor) {
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const auto [found_node, new_cursor] = FindOperation(code, cursor, OperationCode::Assign);
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if (!found_node) {
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return {};
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}
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const auto operation = std::get_if<OperationNode>(&*found_node);
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ASSERT(operation);
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const auto& target = (*operation)[0];
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if (const auto gpr_target = std::get_if<GprNode>(&*target)) {
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if (gpr_target->GetIndex() == tracked->GetIndex()) {
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return {(*operation)[1], new_cursor};
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}
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}
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}
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return {};
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}
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} // namespace VideoCommon::Shader
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