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