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- // Copyright 2021 yuzu Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include "common/alignment.h"
- #include "common/settings.h"
- #include "shader_recompiler/environment.h"
- #include "shader_recompiler/frontend/ir/ir_emitter.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::Block& block, IR::Inst& inst) {
- IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
- const IR::F32 down_factor{ir.ResolutionDownFactor()};
- const IR::F32 frag_coord{ir.GetAttribute(inst.Arg(0).Attribute())};
- const IR::F32 downscaled_frag_coord{ir.FPMul(frag_coord, down_factor)};
- inst.ReplaceUsesWith(downscaled_frag_coord);
- }
- [[nodiscard]] IR::U32 Scale(IR::IREmitter& ir, const IR::U1& is_scaled, const IR::U32& value) {
- IR::U32 scaled_value{value};
- bool changed{};
- if (const u32 up_scale = Settings::values.resolution_info.up_scale; up_scale != 1) {
- scaled_value = ir.IMul(value, ir.Imm32(up_scale));
- changed = true;
- }
- if (const u32 down_shift = Settings::values.resolution_info.down_shift; down_shift != 0) {
- scaled_value = ir.ShiftRightArithmetic(value, ir.Imm32(down_shift));
- changed = true;
- }
- if (changed) {
- return IR::U32{ir.Select(is_scaled, scaled_value, value)};
- } else {
- return value;
- }
- }
- [[nodiscard]] IR::U32 DownScale(IR::IREmitter& ir, IR::U32 value) {
- if (const u32 down_shift = Settings::values.resolution_info.down_shift; down_shift != 0) {
- value = ir.ShiftLeftLogical(value, ir.Imm32(down_shift));
- }
- if (const u32 up_scale = Settings::values.resolution_info.up_scale; up_scale != 1) {
- value = ir.IDiv(value, ir.Imm32(up_scale));
- }
- return value;
- }
- void PatchImageQueryDimensions(IR::Block& block, IR::Inst& inst) {
- const auto it{IR::Block::InstructionList::s_iterator_to(inst)};
- IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
- const auto info{inst.Flags<IR::TextureInstInfo>()};
- switch (info.type) {
- case TextureType::Color1D:
- case TextureType::ColorArray1D: {
- const IR::Value new_inst{&*block.PrependNewInst(it, inst)};
- const IR::U32 width{DownScale(ir, IR::U32{ir.CompositeExtract(new_inst, 0)})};
- const IR::Value replacement{ir.CompositeConstruct(width, ir.CompositeExtract(new_inst, 1),
- ir.CompositeExtract(new_inst, 2),
- ir.CompositeExtract(new_inst, 3))};
- inst.ReplaceUsesWith(replacement);
- break;
- }
- case TextureType::Color2D:
- case TextureType::ColorArray2D: {
- const IR::Value new_inst{&*block.PrependNewInst(it, inst)};
- const IR::U32 width{DownScale(ir, IR::U32{ir.CompositeExtract(new_inst, 0)})};
- const IR::U32 height{DownScale(ir, IR::U32{ir.CompositeExtract(new_inst, 1)})};
- const IR::Value replacement{ir.CompositeConstruct(
- width, height, ir.CompositeExtract(new_inst, 2), ir.CompositeExtract(new_inst, 3))};
- inst.ReplaceUsesWith(replacement);
- break;
- }
- case TextureType::Color3D:
- case TextureType::ColorCube:
- case TextureType::ColorArrayCube:
- case TextureType::Buffer:
- // Nothing to patch here
- break;
- }
- }
- void ScaleIntegerCoord(IR::IREmitter& ir, IR::Inst& inst, const IR::U1& is_scaled) {
- const auto info{inst.Flags<IR::TextureInstInfo>()};
- const IR::Value coord{inst.Arg(1)};
- switch (info.type) {
- case TextureType::Color1D:
- inst.SetArg(1, Scale(ir, is_scaled, IR::U32{coord}));
- break;
- case TextureType::ColorArray1D: {
- const IR::U32 x{Scale(ir, is_scaled, IR::U32{ir.CompositeExtract(coord, 0)})};
- const IR::U32 y{ir.CompositeExtract(coord, 1)};
- inst.SetArg(1, ir.CompositeConstruct(x, y));
- break;
- }
- case TextureType::Color2D: {
- const IR::U32 x{Scale(ir, is_scaled, IR::U32{ir.CompositeExtract(coord, 0)})};
- const IR::U32 y{Scale(ir, is_scaled, IR::U32{ir.CompositeExtract(coord, 1)})};
- inst.SetArg(1, ir.CompositeConstruct(x, y));
- break;
- }
- case TextureType::ColorArray2D: {
- const IR::U32 x{Scale(ir, is_scaled, IR::U32{ir.CompositeExtract(coord, 0)})};
- const IR::U32 y{Scale(ir, is_scaled, IR::U32{ir.CompositeExtract(coord, 1)})};
- const IR::U32 z{ir.CompositeExtract(coord, 2)};
- inst.SetArg(1, ir.CompositeConstruct(x, y, z));
- break;
- }
- case TextureType::Color3D:
- case TextureType::ColorCube:
- case TextureType::ColorArrayCube:
- case TextureType::Buffer:
- // Nothing to patch here
- break;
- }
- }
- void PatchImageFetch(IR::Block& block, IR::Inst& inst) {
- IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
- const auto info{inst.Flags<IR::TextureInstInfo>()};
- const IR::U1 is_scaled{ir.IsTextureScaled(ir.Imm32(info.descriptor_index))};
- ScaleIntegerCoord(ir, inst, is_scaled);
- }
- void PatchImageRead(IR::Block& block, IR::Inst& inst) {
- IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
- const auto info{inst.Flags<IR::TextureInstInfo>()};
- // TODO: Scale conditionally
- const IR::U1 is_scaled{IR::Value{true}};
- ScaleIntegerCoord(ir, inst, is_scaled);
- }
- void Visit(const IR::Program& program, IR::Block& block, IR::Inst& inst) {
- const bool is_fragment_shader{program.stage == Stage::Fragment};
- switch (inst.GetOpcode()) {
- case IR::Opcode::GetAttribute: {
- const IR::Attribute attr{inst.Arg(0).Attribute()};
- switch (attr) {
- case IR::Attribute::PositionX:
- case IR::Attribute::PositionY:
- if (is_fragment_shader) {
- PatchFragCoord(block, inst);
- }
- break;
- default:
- break;
- }
- break;
- }
- case IR::Opcode::ImageQueryDimensions:
- PatchImageQueryDimensions(block, inst);
- break;
- case IR::Opcode::ImageFetch:
- PatchImageFetch(block, inst);
- break;
- case IR::Opcode::ImageRead:
- PatchImageRead(block, inst);
- break;
- default:
- break;
- }
- }
- } // Anonymous namespace
- void RescalingPass(IR::Program& program) {
- for (IR::Block* const block : program.post_order_blocks) {
- for (IR::Inst& inst : block->Instructions()) {
- Visit(program, *block, inst);
- }
- }
- }
- } // namespace Shader::Optimization
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