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Ryujinx/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs

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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
static class BindlessToIndexed
{
public static void RunPass(BasicBlock block)
{
// We can turn a bindless texture access into a indexed access,
// as long the following conditions are true:
// - The handle is loaded using a LDC instruction.
// - The handle is loaded from the constant buffer with the handles (CB2 for NVN).
// - The load has a constant offset.
// The base offset of the array of handles on the constant buffer is the constant offset.
for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
{
if (!(node.Value is TextureOperation texOp))
{
continue;
}
if ((texOp.Flags & TextureFlags.Bindless) == 0)
{
continue;
}
if (!(texOp.GetSource(0).AsgOp is Operation handleAsgOp))
{
continue;
}
if (handleAsgOp.Inst != Instruction.LoadConstant)
{
continue;
}
Operand ldcSrc0 = handleAsgOp.GetSource(0);
Operand ldcSrc1 = handleAsgOp.GetSource(1);
if (ldcSrc0.Type != OperandType.Constant || ldcSrc0.Value != 2)
{
continue;
}
if (!(ldcSrc1.AsgOp is Operation addOp))
{
continue;
}
Operand addSrc1 = addOp.GetSource(1);
if (addSrc1.Type != OperandType.Constant)
{
continue;
}
texOp.TurnIntoIndexed(addSrc1.Value);
Operand index = Local();
Operand source = addOp.GetSource(0);
Operation shrBy1 = new Operation(Instruction.ShiftRightU32, index, source, Const(1));
block.Operations.AddBefore(node, shrBy1);
texOp.SetSource(0, index);
}
}
}
}