yuzu/src/shader_recompiler/ir_opt/texture_pass.cpp

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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <optional>
#include <boost/container/small_vector.hpp>
#include "shader_recompiler/environment.h"
#include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/ir/breadth_first_search.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>;
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;
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case IR::Opcode::BindlessImageGather:
case IR::Opcode::BoundImageGather:
return IR::Opcode::ImageGather;
case IR::Opcode::BindlessImageGatherDref:
case IR::Opcode::BoundImageGatherDref:
return IR::Opcode::ImageGatherDref;
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case IR::Opcode::BindlessImageFetch:
case IR::Opcode::BoundImageFetch:
return IR::Opcode::ImageFetch;
case IR::Opcode::BoundImageQueryDimensions:
case IR::Opcode::BindlessImageQueryDimensions:
return IR::Opcode::ImageQueryDimensions;
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case IR::Opcode::BoundImageQueryLod:
case IR::Opcode::BindlessImageQueryLod:
return IR::Opcode::ImageQueryLod;
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case IR::Opcode::BoundImageGradient:
case IR::Opcode::BindlessImageGradient:
return IR::Opcode::ImageGradient;
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:
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case IR::Opcode::BindlessImageGather:
case IR::Opcode::BindlessImageGatherDref:
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case IR::Opcode::BindlessImageFetch:
case IR::Opcode::BindlessImageQueryDimensions:
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case IR::Opcode::BindlessImageQueryLod:
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case IR::Opcode::BindlessImageGradient:
return true;
case IR::Opcode::BoundImageSampleImplicitLod:
case IR::Opcode::BoundImageSampleExplicitLod:
case IR::Opcode::BoundImageSampleDrefImplicitLod:
case IR::Opcode::BoundImageSampleDrefExplicitLod:
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case IR::Opcode::BoundImageGather:
case IR::Opcode::BoundImageGatherDref:
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case IR::Opcode::BoundImageFetch:
case IR::Opcode::BoundImageQueryDimensions:
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case IR::Opcode::BoundImageQueryLod:
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case IR::Opcode::BoundImageGradient:
return false;
default:
throw InvalidArgument("Invalid opcode {}", inst.Opcode());
}
}
bool IsTextureInstruction(const IR::Inst& inst) {
return IndexedInstruction(inst) != IR::Opcode::Void;
}
std::optional<ConstBufferAddr> TryGetConstBuffer(const IR::Inst* inst) {
if (inst->Opcode() != IR::Opcode::GetCbufU32) {
return std::nullopt;
}
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()},
};
}
std::optional<ConstBufferAddr> Track(const IR::Value& value) {
return IR::BreadthFirstSearch(value, TryGetConstBuffer);
}
TextureInst MakeInst(Environment& env, IR::Block* block, IR::Inst& inst) {
ConstBufferAddr addr;
if (IsBindless(inst)) {
const std::optional<ConstBufferAddr> track_addr{Track(inst.Arg(0))};
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:
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explicit Descriptors(TextureDescriptors& texture_descriptors_,
TextureBufferDescriptors& texture_buffer_descriptors_)
: texture_descriptors{texture_descriptors_}, texture_buffer_descriptors{
texture_buffer_descriptors_} {}
u32 Add(const TextureDescriptor& desc) {
return Add(texture_descriptors, desc, [&desc](const auto& existing) {
return desc.cbuf_index == existing.cbuf_index &&
desc.cbuf_offset == existing.cbuf_offset && desc.type == existing.type;
});
}
u32 Add(const TextureBufferDescriptor& desc) {
return Add(texture_buffer_descriptors, desc, [&desc](const auto& existing) {
return desc.cbuf_index == existing.cbuf_index &&
desc.cbuf_offset == existing.cbuf_offset;
});
}
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private:
template <typename Descriptors, typename Descriptor, typename Func>
static u32 Add(Descriptors& descriptors, const Descriptor& desc, Func&& pred) {
// TODO: Handle arrays
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const auto it{std::ranges::find_if(descriptors, pred)};
if (it != descriptors.end()) {
return static_cast<u32>(std::distance(descriptors.begin(), it));
}
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descriptors.push_back(desc);
return static_cast<u32>(descriptors.size()) - 1;
}
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TextureDescriptors& texture_descriptors;
TextureBufferDescriptors& texture_buffer_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;
});
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Descriptors descriptors{
program.info.texture_descriptors,
program.info.texture_buffer_descriptors,
};
for (TextureInst& texture_inst : to_replace) {
// TODO: Handle arrays
IR::Inst* const inst{texture_inst.inst};
inst->ReplaceOpcode(IndexedInstruction(*inst));
const auto& cbuf{texture_inst.cbuf};
auto flags{inst->Flags<IR::TextureInstInfo>()};
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switch (inst->Opcode()) {
case IR::Opcode::ImageQueryDimensions:
flags.type.Assign(env.ReadTextureType(cbuf.index, cbuf.offset));
inst->SetFlags(flags);
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break;
case IR::Opcode::ImageFetch:
if (flags.type != TextureType::Color1D) {
break;
}
if (env.ReadTextureType(cbuf.index, cbuf.offset) == TextureType::Buffer) {
// Replace with the bound texture type only when it's a texture buffer
// If the instruction is 1D and the bound type is 2D, don't change the code and let
// the rasterizer robustness handle it
// This happens on Fire Emblem: Three Houses
flags.type.Assign(TextureType::Buffer);
}
inst->SetFlags(flags);
break;
default:
break;
}
u32 index;
if (flags.type == TextureType::Buffer) {
index = descriptors.Add(TextureBufferDescriptor{
.cbuf_index{cbuf.index},
.cbuf_offset{cbuf.offset},
.count{1},
});
} else {
index = descriptors.Add(TextureDescriptor{
.type{flags.type},
.cbuf_index{cbuf.index},
.cbuf_offset{cbuf.offset},
.count{1},
});
}
inst->SetArg(0, IR::Value{index});
}
}
} // namespace Shader::Optimization