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Support bindless textures with separate constant buffers for texture and sampler (#2339)
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@ -12,6 +12,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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private const int HandleHigh = 16;
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private const int HandleMask = (1 << HandleHigh) - 1;
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private const int SlotHigh = 16;
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private const int SlotMask = (1 << SlotHigh) - 1;
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private GpuContext _context;
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private bool _isCompute;
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@ -267,9 +270,21 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
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int textureBufferIndex = bindingInfo.CbufSlot < 0 ? _textureBufferIndex : bindingInfo.CbufSlot;
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int textureBufferIndex;
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int samplerBufferIndex;
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int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex);
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if (bindingInfo.CbufSlot < 0)
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{
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textureBufferIndex = _textureBufferIndex;
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samplerBufferIndex = textureBufferIndex;
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}
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else
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{
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textureBufferIndex = bindingInfo.CbufSlot & SlotMask;
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samplerBufferIndex = ((bindingInfo.CbufSlot >> SlotHigh) != 0) ? (bindingInfo.CbufSlot >> SlotHigh) - 1 : textureBufferIndex;
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}
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int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
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int textureId = UnpackTextureId(packedId);
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int samplerId;
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@ -340,9 +355,21 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
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int textureBufferIndex = bindingInfo.CbufSlot < 0 ? _textureBufferIndex : bindingInfo.CbufSlot;
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int textureBufferIndex;
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int samplerBufferIndex;
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int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex);
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if (bindingInfo.CbufSlot < 0)
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{
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textureBufferIndex = _textureBufferIndex;
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samplerBufferIndex = textureBufferIndex;
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}
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else
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{
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textureBufferIndex = bindingInfo.CbufSlot & SlotMask;
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samplerBufferIndex = ((bindingInfo.CbufSlot >> SlotHigh) != 0) ? (bindingInfo.CbufSlot >> SlotHigh) - 1 : textureBufferIndex;
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}
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int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
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int textureId = UnpackTextureId(packedId);
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Texture texture = pool.Get(textureId);
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@ -402,7 +429,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <returns>The texture descriptor for the specified texture</returns>
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public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle, int cbufSlot)
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{
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int packedId = ReadPackedId(stageIndex, handle, cbufSlot < 0 ? state.Get<int>(MethodOffset.TextureBufferIndex) : cbufSlot);
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int textureBufferIndex = cbufSlot < 0 ? state.Get<int>(MethodOffset.TextureBufferIndex) : cbufSlot & SlotMask;
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int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, textureBufferIndex);
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int textureId = UnpackTextureId(packedId);
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var poolState = state.Get<PoolState>(MethodOffset.TexturePoolState);
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@ -421,23 +449,16 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
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/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
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/// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
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/// <param name="samplerBufferIndex">Index of the constant buffer holding the sampler handles</param>
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/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
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private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex)
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private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
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{
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ulong address;
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var bufferManager = _context.Methods.BufferManager;
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ulong textureBufferAddress = _isCompute
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? bufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
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: bufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
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if (_isCompute)
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{
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address = bufferManager.GetComputeUniformBufferAddress(textureBufferIndex);
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}
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else
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{
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address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
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}
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int handle = _context.PhysicalMemory.Read<int>(address + (ulong)(wordOffset & HandleMask) * 4);
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int handle = _context.PhysicalMemory.Read<int>(textureBufferAddress + (ulong)(wordOffset & HandleMask) * 4);
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// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
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// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
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@ -447,7 +468,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
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if (wordOffset >> HandleHigh != 0)
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{
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handle |= _context.PhysicalMemory.Read<int>(address + (ulong)(wordOffset >> HandleHigh) * 4);
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ulong samplerBufferAddress = _isCompute
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? bufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
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: bufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
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handle |= _context.PhysicalMemory.Read<int>(samplerBufferAddress + (ulong)((uint)wordOffset >> HandleHigh) * 4);
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}
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return handle;
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@ -50,13 +50,16 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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Operand src0 = Utils.FindLastOperation(handleCombineOp.GetSource(0), block);
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Operand src1 = Utils.FindLastOperation(handleCombineOp.GetSource(1), block);
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if (src0.Type != OperandType.ConstantBuffer ||
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src1.Type != OperandType.ConstantBuffer || src0.GetCbufSlot() != src1.GetCbufSlot())
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if (src0.Type != OperandType.ConstantBuffer || src1.Type != OperandType.ConstantBuffer)
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{
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continue;
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}
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SetHandle(config, texOp, src0.GetCbufOffset() | (src1.GetCbufOffset() << 16), src0.GetCbufSlot());
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SetHandle(
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config,
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texOp,
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src0.GetCbufOffset() | (src1.GetCbufOffset() << 16),
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src0.GetCbufSlot() | ((src1.GetCbufSlot() + 1) << 16));
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}
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else if (texOp.Inst == Instruction.ImageLoad || texOp.Inst == Instruction.ImageStore)
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{
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