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73 lines
2.3 KiB
C++
73 lines
2.3 KiB
C++
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/alignment.h"
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#include "shader_recompiler/environment.h"
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#include "shader_recompiler/frontend/ir/modifiers.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/ir_opt/passes.h"
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#include "shader_recompiler/shader_info.h"
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namespace Shader::Optimization {
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namespace {
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void PatchFragCoord(IR::Inst& inst) {
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IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
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const IR::F32 inv_resolution_factor = IR::F32{Settings::values.resolution_info.down_factor};
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const IR::F32 new_get_attribute = ir.GetAttribute(inst.Arg(0).Attribute());
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const IR::F32 mul = ir.FMul(new_get_attribute, inv_resolution_factor);
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const IR::U1 should_rescale = IR::U1{true};
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const IR::F32 selection = ir.Select(should_rescale, mul, new_get_attribute);
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inst.ReplaceUsesWith(selection);
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}
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void Visit(Info& info, IR::Inst& inst) {
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info.requires_rescaling_uniform = false;
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switch (inst.GetOpcode()) {
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case IR::Opcode::GetAttribute: {
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conast auto attrib = inst.Arg(0).Attribute();
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const bool is_frag =
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attrib == IR::Attribute::PositionX || attrib == IR::Attribute::PositionY;
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const bool must_path = is_frag && program.stage == Stage::Fragment;
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if (must_path) {
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PatchFragCoord(inst);
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info.requires_rescaling_uniform = true;
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}
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break;
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}
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case IR::Opcode::ImageQueryDimensions: {
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info.requires_rescaling_uniform |= true;
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break;
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}
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case IR::Opcode::ImageFetch: {
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info.requires_rescaling_uniform |= true;
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break;
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}
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case IR::Opcode::ImageRead: {
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info.requires_rescaling_uniform |= true;
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break;
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}
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case IR::Opcode::ImageWrite: {
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info.requires_rescaling_uniform |= true;
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break;
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}
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default:
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break;
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}
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}
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} // namespace
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void RescalingPass(Environment& env, IR::Program& program) {
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Info& info{program.info};
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for (IR::Block* const block : program.post_order_blocks) {
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for (IR::Inst& inst : block->Instructions()) {
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Visit(info, inst);
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}
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}
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}
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} // namespace Shader::Optimization
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