255 lines
9 KiB
C++
255 lines
9 KiB
C++
// Copyright 2021 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 <optional>
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#include <boost/container/small_vector.hpp>
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#include "shader_recompiler/environment.h"
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#include "shader_recompiler/frontend/ir/basic_block.h"
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#include "shader_recompiler/frontend/ir/breadth_first_search.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/ir_opt/passes.h"
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#include "shader_recompiler/shader_info.h"
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namespace Shader::Optimization {
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namespace {
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struct ConstBufferAddr {
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u32 index;
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u32 offset;
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};
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struct TextureInst {
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ConstBufferAddr cbuf;
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IR::Inst* inst;
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IR::Block* block;
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};
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using TextureInstVector = boost::container::small_vector<TextureInst, 24>;
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IR::Opcode IndexedInstruction(const IR::Inst& inst) {
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switch (inst.Opcode()) {
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case IR::Opcode::BindlessImageSampleImplicitLod:
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case IR::Opcode::BoundImageSampleImplicitLod:
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return IR::Opcode::ImageSampleImplicitLod;
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case IR::Opcode::BoundImageSampleExplicitLod:
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case IR::Opcode::BindlessImageSampleExplicitLod:
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return IR::Opcode::ImageSampleExplicitLod;
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case IR::Opcode::BoundImageSampleDrefImplicitLod:
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case IR::Opcode::BindlessImageSampleDrefImplicitLod:
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return IR::Opcode::ImageSampleDrefImplicitLod;
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case IR::Opcode::BoundImageSampleDrefExplicitLod:
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case IR::Opcode::BindlessImageSampleDrefExplicitLod:
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return IR::Opcode::ImageSampleDrefExplicitLod;
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case IR::Opcode::BindlessImageGather:
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case IR::Opcode::BoundImageGather:
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return IR::Opcode::ImageGather;
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case IR::Opcode::BindlessImageGatherDref:
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case IR::Opcode::BoundImageGatherDref:
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return IR::Opcode::ImageGatherDref;
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case IR::Opcode::BindlessImageFetch:
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case IR::Opcode::BoundImageFetch:
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return IR::Opcode::ImageFetch;
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case IR::Opcode::BoundImageQueryDimensions:
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case IR::Opcode::BindlessImageQueryDimensions:
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return IR::Opcode::ImageQueryDimensions;
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case IR::Opcode::BoundImageQueryLod:
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case IR::Opcode::BindlessImageQueryLod:
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return IR::Opcode::ImageQueryLod;
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case IR::Opcode::BoundImageGradient:
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case IR::Opcode::BindlessImageGradient:
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return IR::Opcode::ImageGradient;
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default:
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return IR::Opcode::Void;
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}
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}
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bool IsBindless(const IR::Inst& inst) {
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switch (inst.Opcode()) {
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case IR::Opcode::BindlessImageSampleImplicitLod:
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case IR::Opcode::BindlessImageSampleExplicitLod:
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case IR::Opcode::BindlessImageSampleDrefImplicitLod:
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case IR::Opcode::BindlessImageSampleDrefExplicitLod:
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case IR::Opcode::BindlessImageGather:
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case IR::Opcode::BindlessImageGatherDref:
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case IR::Opcode::BindlessImageFetch:
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case IR::Opcode::BindlessImageQueryDimensions:
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case IR::Opcode::BindlessImageQueryLod:
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case IR::Opcode::BindlessImageGradient:
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return true;
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case IR::Opcode::BoundImageSampleImplicitLod:
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case IR::Opcode::BoundImageSampleExplicitLod:
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case IR::Opcode::BoundImageSampleDrefImplicitLod:
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case IR::Opcode::BoundImageSampleDrefExplicitLod:
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case IR::Opcode::BoundImageGather:
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case IR::Opcode::BoundImageGatherDref:
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case IR::Opcode::BoundImageFetch:
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case IR::Opcode::BoundImageQueryDimensions:
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case IR::Opcode::BoundImageQueryLod:
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case IR::Opcode::BoundImageGradient:
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return false;
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default:
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throw InvalidArgument("Invalid opcode {}", inst.Opcode());
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}
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}
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bool IsTextureInstruction(const IR::Inst& inst) {
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return IndexedInstruction(inst) != IR::Opcode::Void;
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}
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std::optional<ConstBufferAddr> TryGetConstBuffer(const IR::Inst* inst) {
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if (inst->Opcode() != IR::Opcode::GetCbufU32) {
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return std::nullopt;
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}
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const IR::Value index{inst->Arg(0)};
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const IR::Value offset{inst->Arg(1)};
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if (!index.IsImmediate()) {
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// Reading a bindless texture from variable indices is valid
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// but not supported here at the moment
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return std::nullopt;
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}
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if (!offset.IsImmediate()) {
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// TODO: Support arrays of textures
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return std::nullopt;
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}
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return ConstBufferAddr{
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.index{index.U32()},
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.offset{offset.U32()},
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};
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}
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std::optional<ConstBufferAddr> Track(const IR::Value& value) {
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return IR::BreadthFirstSearch(value, TryGetConstBuffer);
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}
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TextureInst MakeInst(Environment& env, IR::Block* block, IR::Inst& inst) {
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ConstBufferAddr addr;
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if (IsBindless(inst)) {
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const std::optional<ConstBufferAddr> track_addr{Track(inst.Arg(0))};
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if (!track_addr) {
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throw NotImplementedException("Failed to track bindless texture constant buffer");
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}
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addr = *track_addr;
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} else {
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addr = ConstBufferAddr{
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.index{env.TextureBoundBuffer()},
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.offset{inst.Arg(0).U32()},
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};
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}
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return TextureInst{
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.cbuf{addr},
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.inst{&inst},
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.block{block},
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};
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}
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class Descriptors {
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public:
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explicit Descriptors(TextureDescriptors& texture_descriptors_,
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TextureBufferDescriptors& texture_buffer_descriptors_)
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: texture_descriptors{texture_descriptors_}, texture_buffer_descriptors{
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texture_buffer_descriptors_} {}
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u32 Add(const TextureDescriptor& desc) {
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return Add(texture_descriptors, desc, [&desc](const auto& existing) {
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return desc.cbuf_index == existing.cbuf_index &&
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desc.cbuf_offset == existing.cbuf_offset && desc.type == existing.type;
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});
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}
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u32 Add(const TextureBufferDescriptor& desc) {
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return Add(texture_buffer_descriptors, desc, [&desc](const auto& existing) {
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return desc.cbuf_index == existing.cbuf_index &&
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desc.cbuf_offset == existing.cbuf_offset;
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});
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}
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private:
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template <typename Descriptors, typename Descriptor, typename Func>
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static u32 Add(Descriptors& descriptors, const Descriptor& desc, Func&& pred) {
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// TODO: Handle arrays
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const auto it{std::ranges::find_if(descriptors, pred)};
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if (it != descriptors.end()) {
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return static_cast<u32>(std::distance(descriptors.begin(), it));
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}
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descriptors.push_back(desc);
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return static_cast<u32>(descriptors.size()) - 1;
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}
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TextureDescriptors& texture_descriptors;
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TextureBufferDescriptors& texture_buffer_descriptors;
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};
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} // Anonymous namespace
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void TexturePass(Environment& env, IR::Program& program) {
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TextureInstVector to_replace;
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for (IR::Block* const block : program.post_order_blocks) {
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for (IR::Inst& inst : block->Instructions()) {
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if (!IsTextureInstruction(inst)) {
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continue;
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}
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to_replace.push_back(MakeInst(env, block, inst));
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}
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}
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// Sort instructions to visit textures by constant buffer index, then by offset
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std::ranges::sort(to_replace, [](const auto& lhs, const auto& rhs) {
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return lhs.cbuf.offset < rhs.cbuf.offset;
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});
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std::stable_sort(to_replace.begin(), to_replace.end(), [](const auto& lhs, const auto& rhs) {
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return lhs.cbuf.index < rhs.cbuf.index;
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});
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Descriptors descriptors{
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program.info.texture_descriptors,
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program.info.texture_buffer_descriptors,
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};
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for (TextureInst& texture_inst : to_replace) {
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// TODO: Handle arrays
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IR::Inst* const inst{texture_inst.inst};
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inst->ReplaceOpcode(IndexedInstruction(*inst));
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const auto& cbuf{texture_inst.cbuf};
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auto flags{inst->Flags<IR::TextureInstInfo>()};
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switch (inst->Opcode()) {
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case IR::Opcode::ImageQueryDimensions:
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flags.type.Assign(env.ReadTextureType(cbuf.index, cbuf.offset));
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inst->SetFlags(flags);
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break;
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case IR::Opcode::ImageFetch:
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if (flags.type != TextureType::Color1D) {
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break;
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}
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if (env.ReadTextureType(cbuf.index, cbuf.offset) == TextureType::Buffer) {
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// Replace with the bound texture type only when it's a texture buffer
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// If the instruction is 1D and the bound type is 2D, don't change the code and let
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// the rasterizer robustness handle it
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// This happens on Fire Emblem: Three Houses
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flags.type.Assign(TextureType::Buffer);
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}
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inst->SetFlags(flags);
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break;
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default:
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break;
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}
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u32 index;
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if (flags.type == TextureType::Buffer) {
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index = descriptors.Add(TextureBufferDescriptor{
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.cbuf_index{cbuf.index},
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.cbuf_offset{cbuf.offset},
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.count{1},
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});
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} else {
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index = descriptors.Add(TextureDescriptor{
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.type{flags.type},
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.cbuf_index{cbuf.index},
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.cbuf_offset{cbuf.offset},
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.count{1},
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});
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}
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inst->SetArg(0, IR::Value{index});
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}
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}
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} // namespace Shader::Optimization
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