Implement soft float64 conversion on shaders when host has no support (#5159)

* Implement soft float64 conversion on shaders when host has no support

* Shader cache version bump

* Fix rebase error
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gdkchan 2023-06-08 17:09:14 -03:00 committed by GitHub
parent 5813b2e354
commit fe30c03cac
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GPG key ID: 4AEE18F83AFDEB23
12 changed files with 222 additions and 4 deletions

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@ -11,8 +11,12 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
RunOptimizationPasses(blocks, config);
// TODO: Some of those are not optimizations and shouldn't be here.
GlobalToStorage.RunPass(hfm, blocks, config);
bool hostSupportsShaderFloat64 = config.GpuAccessor.QueryHostSupportsShaderFloat64();
// Those passes are looking for specific patterns and only needs to run once.
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
{
@ -24,6 +28,12 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
EliminateMultiplyByFragmentCoordW(blocks[blkIndex]);
}
// If the host does not support double operations, we need to turn them into float operations.
if (!hostSupportsShaderFloat64)
{
DoubleToFloat.RunPass(hfm, blocks[blkIndex]);
}
}
// Run optimizations one last time to remove any code that is now optimizable after above passes.