summaryrefslogtreecommitdiffstats
path: root/src/shader_recompiler/ir_opt/texture_pass.cpp
blob: 290ce417913ef26039b047f1de098d4f89ab952a (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
// 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;
    case IR::Opcode::BindlessImageGather:
    case IR::Opcode::BoundImageGather:
        return IR::Opcode::ImageGather;
    case IR::Opcode::BindlessImageGatherDref:
    case IR::Opcode::BoundImageGatherDref:
        return IR::Opcode::ImageGatherDref;
    case IR::Opcode::BindlessImageFetch:
    case IR::Opcode::BoundImageFetch:
        return IR::Opcode::ImageFetch;
    case IR::Opcode::BoundImageQueryDimensions:
    case IR::Opcode::BindlessImageQueryDimensions:
        return IR::Opcode::ImageQueryDimensions;
    case IR::Opcode::BoundImageQueryLod:
    case IR::Opcode::BindlessImageQueryLod:
        return IR::Opcode::ImageQueryLod;
    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:
    case IR::Opcode::BindlessImageGather:
    case IR::Opcode::BindlessImageGatherDref:
    case IR::Opcode::BindlessImageFetch:
    case IR::Opcode::BindlessImageQueryDimensions:
    case IR::Opcode::BindlessImageQueryLod:
    case IR::Opcode::BindlessImageGradient:
        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:
    case IR::Opcode::BoundImageFetch:
    case IR::Opcode::BoundImageQueryDimensions:
    case IR::Opcode::BoundImageQueryLod:
    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:
    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;
        });
    }

private:
    template <typename Descriptors, typename Descriptor, typename Func>
    static u32 Add(Descriptors& descriptors, const Descriptor& desc, Func&& pred) {
        // TODO: Handle arrays
        const auto it{std::ranges::find_if(descriptors, pred)};
        if (it != descriptors.end()) {
            return static_cast<u32>(std::distance(descriptors.begin(), it));
        }
        descriptors.push_back(desc);
        return static_cast<u32>(descriptors.size()) - 1;
    }

    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;
    });
    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>()};
        switch (inst->Opcode()) {
        case IR::Opcode::ImageQueryDimensions:
            flags.type.Assign(env.ReadTextureType(cbuf.index, cbuf.offset));
            inst->SetFlags(flags);
            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