Fix bindless elimination failures observed in OCTOPATH TRAVELER 0:

Failed to find handle source for bindless access of type "textureBuffer".

(cherry picked from commit 33cbd29c23)
This commit is contained in:
avan
2026-08-24 13:58:01 -05:00
committed by KeatonTheBot
parent 4f3c3a7b5d
commit c2cbd53235
@@ -70,19 +70,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
Operand bindlessHandle = texOp.GetSource(0);
if (bindlessHandle.AsgOp is PhiNode phi)
{
for (int srcIndex = 0; srcIndex < phi.SourcesCount; srcIndex++)
{
Operand phiSource = phi.GetSource(srcIndex);
if (phiSource.AsgOp is not PhiNode && !IsBindlessAccessAllowed(phiSource))
{
return false;
}
}
}
else if (!IsBindlessAccessAllowed(bindlessHandle))
if (!IsBindlessAccessAllowed(bindlessHandle))
{
return false;
}
@@ -100,7 +88,10 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
texOp.SetSource(0, textureIndex);
bool hasSampler = !texOp.Inst.IsImage();
// Buffer textures use a TIC/BufferView only and never consume a sampler.
// Avoiding a sampler descriptor array here is especially important for bindless
// texture buffers, where the array can span the entire sampler pool for no benefit.
bool hasSampler = !texOp.Inst.IsImage() && texOp.Type != SamplerType.TextureBuffer;
SetBindingPair textureSetAndBinding = resourceManager.GetTextureOrImageBinding(
texOp.Inst,
@@ -143,26 +134,112 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
private static bool IsBindlessAccessAllowed(Operand bindlessHandle)
{
if (bindlessHandle.Type == OperandType.ConstantBuffer)
{
// Bindless access with handles from constant buffer is allowed.
// Walk only SSA merges and integer operations that can transparently construct
// or select a packed texture/sampler handle. Do not walk arbitrary operations:
// finding an unrelated resource load elsewhere in the SSA graph must not enable
// descriptor-array access for this handle.
const int MaxVisitedOperands = 256;
const int MaxDepth = 64;
return true;
Stack<(Operand Operand, int Depth)> work = new();
HashSet<Operand> visited = new();
work.Push((bindlessHandle, 0));
while (work.Count != 0 && visited.Count < MaxVisitedOperands)
{
(Operand operand, int depth) = work.Pop();
if (operand == null || depth > MaxDepth || !visited.Add(operand))
{
continue;
}
if (operand.Type == OperandType.ConstantBuffer)
{
// Constant buffers are accepted by the existing direct-handle path and
// remain accepted when SSA merges or integer handle arithmetic obscure them.
return true;
}
if (operand.AsgOp is PhiNode phi)
{
for (int index = 0; index < phi.SourcesCount; index++)
{
Operand source = phi.GetSource(index);
if (source.Type != OperandType.Undefined)
{
work.Push((source, depth + 1));
}
}
continue;
}
if (operand.AsgOp is not Operation operation)
{
continue;
}
Instruction inst = operation.Inst & Instruction.Mask;
if (inst == Instruction.Load)
{
// Preserve the performance restriction. Static CBUF operands are already
// accepted above; accept their dynamically indexed Load form as the same
// resource class, plus the existing shader-input and storage-buffer sources.
// Other loads remain traversal barriers and cannot authorize a pool array.
if (operation.StorageKind == StorageKind.ConstantBuffer ||
operation.StorageKind == StorageKind.Input ||
operation.StorageKind == StorageKind.StorageBuffer)
{
return true;
}
continue;
}
if (!IsHandleConstructionOperation(inst))
{
// Texture/image operations, arbitrary loads, floating-point conversions,
// calls and other unrelated calculations are deliberate traversal barriers.
continue;
}
for (int index = 0; index < operation.SourcesCount; index++)
{
work.Push((operation.GetSource(index), depth + 1));
}
}
if (bindlessHandle.AsgOp is not Operation handleOp ||
handleOp.Inst != Instruction.Load ||
(handleOp.StorageKind != StorageKind.Input && handleOp.StorageKind != StorageKind.StorageBuffer))
{
// Right now, we only allow bindless access when the handle comes from a shader input or storage buffer.
// This is an artificial limitation to prevent it from being used in cases where it
// would have a large performance impact of loading all textures in the pool.
// It might be removed in the future, if we can mitigate the performance impact.
return false;
}
return false;
}
return true;
private static bool IsHandleConstructionOperation(Instruction inst)
{
return inst is
Instruction.Add or
Instruction.Subtract or
Instruction.Multiply or
Instruction.MultiplyHighS32 or
Instruction.MultiplyHighU32 or
Instruction.BitwiseAnd or
Instruction.BitwiseExclusiveOr or
Instruction.BitwiseNot or
Instruction.BitwiseOr or
Instruction.BitfieldExtractS32 or
Instruction.BitfieldExtractU32 or
Instruction.BitfieldInsert or
Instruction.ShiftLeft or
Instruction.ShiftRightS32 or
Instruction.ShiftRightU32 or
Instruction.MinimumU32 or
Instruction.MaximumU32 or
Instruction.ClampU32 or
Instruction.ConditionalSelect or
Instruction.Copy or
Instruction.VectorExtract;
}
private static bool TryConvertBindless(BasicBlock block, ResourceManager resourceManager, IGpuAccessor gpuAccessor, TextureOperation texOp)