Extend bindless elimination to work with masked and shifted handles (#2727)

* Extent bindless elimination to work with masked handles

* Extend bindless elimination to catch shifted pattern, refactor handle packing/unpacking
This commit is contained in:
gdkchan 2021-10-17 17:28:18 -03:00 committed by GitHub
parent d05573bfd1
commit 25fd4ef10e
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
3 changed files with 159 additions and 40 deletions

View file

@ -14,12 +14,6 @@ namespace Ryujinx.Graphics.Gpu.Image
private const int InitialTextureStateSize = 32;
private const int InitialImageStateSize = 8;
private const int HandleHigh = 16;
private const int HandleMask = (1 << HandleHigh) - 1;
private const int SlotHigh = 16;
private const int SlotMask = (1 << SlotHigh) - 1;
private readonly GpuContext _context;
private readonly bool _isCompute;
@ -348,19 +342,7 @@ namespace Ryujinx.Graphics.Gpu.Image
{
TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
int textureBufferIndex;
int samplerBufferIndex;
if (bindingInfo.CbufSlot < 0)
{
textureBufferIndex = _textureBufferIndex;
samplerBufferIndex = textureBufferIndex;
}
else
{
textureBufferIndex = bindingInfo.CbufSlot & SlotMask;
samplerBufferIndex = ((bindingInfo.CbufSlot >> SlotHigh) != 0) ? (bindingInfo.CbufSlot >> SlotHigh) - 1 : textureBufferIndex;
}
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
int textureId = UnpackTextureId(packedId);
@ -440,19 +422,7 @@ namespace Ryujinx.Graphics.Gpu.Image
{
TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
int textureBufferIndex;
int samplerBufferIndex;
if (bindingInfo.CbufSlot < 0)
{
textureBufferIndex = _textureBufferIndex;
samplerBufferIndex = textureBufferIndex;
}
else
{
textureBufferIndex = bindingInfo.CbufSlot & SlotMask;
samplerBufferIndex = ((bindingInfo.CbufSlot >> SlotHigh) != 0) ? (bindingInfo.CbufSlot >> SlotHigh) - 1 : textureBufferIndex;
}
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
int textureId = UnpackTextureId(packedId);
@ -522,8 +492,9 @@ namespace Ryujinx.Graphics.Gpu.Image
int handle,
int cbufSlot)
{
int textureBufferIndex = cbufSlot < 0 ? bufferIndex : cbufSlot & SlotMask;
int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, textureBufferIndex);
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex);
int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex);
int textureId = UnpackTextureId(packedId);
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
@ -544,11 +515,13 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
{
(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset);
ulong textureBufferAddress = _isCompute
? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
int handle = _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (ulong)(wordOffset & HandleMask) * 4);
int handle = _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4);
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
@ -556,13 +529,20 @@ namespace Ryujinx.Graphics.Gpu.Image
// another offset for the sampler.
// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
if (wordOffset >> HandleHigh != 0)
if (handleType != TextureHandleType.CombinedSampler)
{
ulong samplerBufferAddress = _isCompute
? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
handle |= _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (ulong)((wordOffset >> HandleHigh) - 1) * 4);
int samplerHandle = _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4);
if (handleType == TextureHandleType.SeparateSamplerId)
{
samplerHandle <<= 20;
}
handle |= samplerHandle;
}
return handle;