2 changed files with 73 additions and 0 deletions
@ -0,0 +1,72 @@ |
|||
// Copyright 2021 yuzu Emulator Project
|
|||
// Licensed under GPLv2 or any later version
|
|||
// Refer to the license.txt file included.
|
|||
|
|||
#include "common/alignment.h"
|
|||
#include "shader_recompiler/environment.h"
|
|||
#include "shader_recompiler/frontend/ir/modifiers.h"
|
|||
#include "shader_recompiler/frontend/ir/program.h"
|
|||
#include "shader_recompiler/frontend/ir/value.h"
|
|||
#include "shader_recompiler/ir_opt/passes.h"
|
|||
#include "shader_recompiler/shader_info.h"
|
|||
|
|||
namespace Shader::Optimization { |
|||
namespace { |
|||
|
|||
void PatchFragCoord(IR::Inst& inst) { |
|||
IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)}; |
|||
const IR::F32 inv_resolution_factor = IR::F32{Settings::values.resolution_info.down_factor}; |
|||
const IR::F32 new_get_attribute = ir.GetAttribute(inst.Arg(0).Attribute()); |
|||
const IR::F32 mul = ir.FMul(new_get_attribute, inv_resolution_factor); |
|||
const IR::U1 should_rescale = IR::U1{true}; |
|||
const IR::F32 selection = ir.Select(should_rescale, mul, new_get_attribute); |
|||
inst.ReplaceUsesWith(selection); |
|||
} |
|||
|
|||
void Visit(Info& info, IR::Inst& inst) { |
|||
info.requires_rescaling_uniform = false; |
|||
switch (inst.GetOpcode()) { |
|||
case IR::Opcode::GetAttribute: { |
|||
conast auto attrib = inst.Arg(0).Attribute(); |
|||
const bool is_frag = |
|||
attrib == IR::Attribute::PositionX || attrib == IR::Attribute::PositionY; |
|||
const bool must_path = is_frag && program.stage == Stage::Fragment; |
|||
if (must_path) { |
|||
PatchFragCoord(inst); |
|||
info.requires_rescaling_uniform = true; |
|||
} |
|||
break; |
|||
} |
|||
case IR::Opcode::ImageQueryDimensions: { |
|||
info.requires_rescaling_uniform |= true; |
|||
break; |
|||
} |
|||
case IR::Opcode::ImageFetch: { |
|||
info.requires_rescaling_uniform |= true; |
|||
break; |
|||
} |
|||
case IR::Opcode::ImageRead: { |
|||
info.requires_rescaling_uniform |= true; |
|||
break; |
|||
} |
|||
case IR::Opcode::ImageWrite: { |
|||
info.requires_rescaling_uniform |= true; |
|||
break; |
|||
} |
|||
default: |
|||
break; |
|||
} |
|||
} |
|||
|
|||
} // namespace
|
|||
|
|||
void RescalingPass(Environment& env, IR::Program& program) { |
|||
Info& info{program.info}; |
|||
for (IR::Block* const block : program.post_order_blocks) { |
|||
for (IR::Inst& inst : block->Instructions()) { |
|||
Visit(info, inst); |
|||
} |
|||
} |
|||
} |
|||
|
|||
} // namespace Shader::Optimization
|
|||
Write
Preview
Loading…
Cancel
Save
Reference in new issue