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@@ -0,0 +1,79 @@
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+// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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+// SPDX-License-Identifier: GPL-2.0-or-later
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+
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+#include "shader_recompiler/frontend/ir/basic_block.h"
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+#include "shader_recompiler/frontend/ir/ir_emitter.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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+
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+namespace Shader::Optimization {
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+
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+namespace {
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+void AddingByteSwapsWorkaround(IR::Block& block, IR::Inst& inst) {
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+ /*
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+ * Workaround for an NVIDIA bug seen in Super Mario RPG
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+ *
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+ * We are looking for this pattern:
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+ * %lhs_bfe = BitFieldUExtract %factor_a, #0, #16
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+ * %lhs_mul = IMul32 %lhs_bfe, %factor_b // potentially optional?
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+ * %lhs_shl = ShiftLeftLogical32 %lhs_mul, #16
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+ * %rhs_bfe = BitFieldUExtract %factor_a, #16, #16
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+ * %result = IAdd32 %lhs_shl, %rhs_bfe
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+ *
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+ * And replacing the IAdd32 with a BitwiseOr32
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+ * %result = BitwiseOr32 %lhs_shl, %rhs_bfe
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+ *
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+ */
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+ IR::Inst* const lhs_shl{inst.Arg(0).TryInstRecursive()};
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+ IR::Inst* const rhs_bfe{inst.Arg(1).TryInstRecursive()};
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+ if (!lhs_shl || !rhs_bfe) {
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+ return;
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+ }
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+ if (lhs_shl->GetOpcode() != IR::Opcode::ShiftLeftLogical32 ||
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+ lhs_shl->Arg(1) != IR::Value{16U}) {
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+ return;
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+ }
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+ if (rhs_bfe->GetOpcode() != IR::Opcode::BitFieldUExtract || rhs_bfe->Arg(1) != IR::Value{16U} ||
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+ rhs_bfe->Arg(2) != IR::Value{16U}) {
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+ return;
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+ }
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+ IR::Inst* const lhs_mul{lhs_shl->Arg(0).TryInstRecursive()};
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+ if (!lhs_mul) {
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+ return;
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+ }
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+ const bool lhs_mul_optional{lhs_mul->GetOpcode() == IR::Opcode::BitFieldUExtract};
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+ if (lhs_mul->GetOpcode() != IR::Opcode::IMul32 &&
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+ lhs_mul->GetOpcode() != IR::Opcode::BitFieldUExtract) {
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+ return;
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+ }
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+ IR::Inst* const lhs_bfe{lhs_mul_optional ? lhs_mul : lhs_mul->Arg(0).TryInstRecursive()};
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+ if (!lhs_bfe) {
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+ return;
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+ }
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+ if (lhs_bfe->GetOpcode() != IR::Opcode::BitFieldUExtract) {
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+ return;
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+ }
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+ if (lhs_bfe->Arg(1) != IR::Value{0U} || lhs_bfe->Arg(2) != IR::Value{16U}) {
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+ return;
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+ }
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+ IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
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+ inst.ReplaceUsesWith(ir.BitwiseOr(IR::U32{inst.Arg(0)}, IR::U32{inst.Arg(1)}));
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+}
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+
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+} // Anonymous namespace
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+
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+void VendorWorkaroundPass(IR::Program& program) {
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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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+ switch (inst.GetOpcode()) {
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+ case IR::Opcode::IAdd32:
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+ AddingByteSwapsWorkaround(*block, inst);
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+ break;
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+ default:
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+ break;
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+ }
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+ }
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+ }
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+}
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+
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+} // namespace Shader::Optimization
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