shader: Implement VertexA stage
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12 changed files with 180 additions and 3 deletions
74
src/shader_recompiler/ir_opt/dual_vertex_pass.cpp
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74
src/shader_recompiler/ir_opt/dual_vertex_pass.cpp
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <ranges>
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#include <tuple>
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#include <type_traits>
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#include "common/bit_cast.h"
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#include "common/bit_util.h"
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#include "shader_recompiler/exception.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/ir_opt/passes.h"
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namespace Shader::Optimization {
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void VertexATransformPass(IR::Program& program) {
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bool replaced_join{};
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bool eliminated_epilogue{};
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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::Return:
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inst.ReplaceOpcode(IR::Opcode::Join);
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replaced_join = true;
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break;
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case IR::Opcode::Epilogue:
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inst.Invalidate();
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eliminated_epilogue = true;
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break;
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default:
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break;
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}
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if (replaced_join && eliminated_epilogue) {
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return;
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}
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}
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}
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}
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void VertexBTransformPass(IR::Program& program) {
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for (IR::Block* const block : program.post_order_blocks | std::views::reverse) {
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for (IR::Inst& inst : block->Instructions()) {
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if (inst.GetOpcode() == IR::Opcode::Prologue) {
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return inst.Invalidate();
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}
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}
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}
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}
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void DualVertexJoinPass(IR::Program& program) {
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const auto& blocks = program.blocks;
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s64 s = static_cast<s64>(blocks.size()) - 1;
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if (s < 1) {
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throw NotImplementedException("Dual Vertex Join pass failed, expected atleast 2 blocks!");
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}
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for (s64 index = 0; index < s; index++) {
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IR::Block* const current_block = blocks[index];
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IR::Block* const next_block = blocks[index + 1];
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for (IR::Inst& inst : current_block->Instructions()) {
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if (inst.GetOpcode() == IR::Opcode::Join) {
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IR::IREmitter ir{*current_block, IR::Block::InstructionList::s_iterator_to(inst)};
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ir.Branch(next_block);
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inst.Invalidate();
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// only 1 join should exist
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return;
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}
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}
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}
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throw NotImplementedException("Dual Vertex Join pass failed, no join present!");
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}
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} // namespace Shader::Optimization
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@ -499,4 +499,30 @@ void GlobalMemoryToStorageBufferPass(IR::Program& program) {
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}
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}
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template <typename Descriptors, typename Descriptor, typename Func>
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static u32 Add(Descriptors& descriptors, const Descriptor& desc, Func&& pred) {
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// TODO: Handle arrays
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const auto it{std::ranges::find_if(descriptors, pred)};
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if (it != descriptors.end()) {
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return static_cast<u32>(std::distance(descriptors.begin(), it));
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}
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descriptors.push_back(desc);
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return static_cast<u32>(descriptors.size()) - 1;
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}
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void JoinStorageInfo(Info& base, Info& source) {
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auto& descriptors = base.storage_buffers_descriptors;
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for (auto& desc : source.storage_buffers_descriptors) {
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auto it{std::ranges::find_if(descriptors, [&desc](const auto& existing) {
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return desc.cbuf_index == existing.cbuf_index &&
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desc.cbuf_offset == existing.cbuf_offset && desc.count == existing.count;
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})};
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if (it != descriptors.end()) {
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it->is_written |= desc.is_written;
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continue;
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}
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descriptors.push_back(desc);
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}
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}
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} // namespace Shader::Optimization
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@ -22,4 +22,11 @@ void SsaRewritePass(IR::Program& program);
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void TexturePass(Environment& env, IR::Program& program);
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void VerificationPass(const IR::Program& program);
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// Dual Vertex
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void VertexATransformPass(IR::Program& program);
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void VertexBTransformPass(IR::Program& program);
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void DualVertexJoinPass(IR::Program& program);
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void JoinTextureInfo(Info& base, Info& source);
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void JoinStorageInfo(Info& base, Info& source);
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} // namespace Shader::Optimization
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@ -426,4 +426,25 @@ void TexturePass(Environment& env, IR::Program& program) {
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}
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}
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void JoinTextureInfo(Info& base, Info& source) {
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Descriptors descriptors{
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base.texture_buffer_descriptors,
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base.image_buffer_descriptors,
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base.texture_descriptors,
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base.image_descriptors,
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};
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for (auto& desc : source.texture_buffer_descriptors) {
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descriptors.Add(desc);
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}
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for (auto& desc : source.image_buffer_descriptors) {
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descriptors.Add(desc);
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}
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for (auto& desc : source.texture_descriptors) {
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descriptors.Add(desc);
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}
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for (auto& desc : source.image_descriptors) {
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descriptors.Add(desc);
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}
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}
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} // namespace Shader::Optimization
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