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https://github.com/shadps4-emu/shadPS4.git
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* shader_recompiler: Use push constants for user data regs * shader: Add some GR2 instructions * shader: Add some instructions * shader: Add instructions for knack * touchups * spirv: Better names * buffer_cache: Ignore non gpu modified images * clang format * Add log * more fixes
81 lines
2.3 KiB
C++
81 lines
2.3 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "shader_recompiler/ir/program.h"
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namespace Shader::Optimization {
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void Visit(Info& info, IR::Inst& inst) {
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switch (inst.GetOpcode()) {
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case IR::Opcode::GetAttribute:
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case IR::Opcode::GetAttributeU32:
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info.loads.Set(inst.Arg(0).Attribute(), inst.Arg(1).U32());
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break;
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case IR::Opcode::SetAttribute:
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info.stores.Set(inst.Arg(0).Attribute(), inst.Arg(2).U32());
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break;
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case IR::Opcode::GetUserData:
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info.ud_mask.Set(inst.Arg(0).ScalarReg());
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break;
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case IR::Opcode::LoadSharedU32:
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case IR::Opcode::LoadSharedU64:
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case IR::Opcode::WriteSharedU32:
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case IR::Opcode::WriteSharedU64:
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info.uses_shared = true;
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break;
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case IR::Opcode::ConvertF16F32:
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case IR::Opcode::ConvertF32F16:
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case IR::Opcode::BitCastF16U16:
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info.uses_fp16 = true;
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break;
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case IR::Opcode::BitCastU64F64:
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info.uses_fp64 = true;
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break;
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case IR::Opcode::ImageWrite:
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info.has_storage_images = true;
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break;
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case IR::Opcode::LoadBufferFormatF32:
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info.has_texel_buffers = true;
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break;
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case IR::Opcode::StoreBufferFormatF32:
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info.has_image_buffers = true;
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break;
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case IR::Opcode::QuadShuffle:
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info.uses_group_quad = true;
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break;
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case IR::Opcode::ReadLane:
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case IR::Opcode::ReadFirstLane:
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case IR::Opcode::WriteLane:
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info.uses_group_ballot = true;
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break;
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case IR::Opcode::Discard:
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case IR::Opcode::DiscardCond:
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info.has_discard = true;
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break;
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case IR::Opcode::ImageGather:
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case IR::Opcode::ImageGatherDref:
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info.has_image_gather = true;
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break;
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case IR::Opcode::ImageQueryDimensions:
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case IR::Opcode::ImageQueryLod:
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info.has_image_query = true;
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break;
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case IR::Opcode::LaneId:
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info.uses_lane_id = true;
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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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void CollectShaderInfoPass(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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