shader: Implement VertexA stage

This commit is contained in:
FernandoS27 2021-04-19 01:03:38 +02:00 committed by ameerj
parent da936d6ad8
commit b541f5e5e3
12 changed files with 180 additions and 3 deletions

View file

@ -0,0 +1,74 @@
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <ranges>
#include <tuple>
#include <type_traits>
#include "common/bit_cast.h"
#include "common/bit_util.h"
#include "shader_recompiler/exception.h"
#include "shader_recompiler/frontend/ir/ir_emitter.h"
#include "shader_recompiler/ir_opt/passes.h"
namespace Shader::Optimization {
void VertexATransformPass(IR::Program& program) {
bool replaced_join{};
bool eliminated_epilogue{};
for (IR::Block* const block : program.post_order_blocks) {
for (IR::Inst& inst : block->Instructions()) {
switch (inst.GetOpcode()) {
case IR::Opcode::Return:
inst.ReplaceOpcode(IR::Opcode::Join);
replaced_join = true;
break;
case IR::Opcode::Epilogue:
inst.Invalidate();
eliminated_epilogue = true;
break;
default:
break;
}
if (replaced_join && eliminated_epilogue) {
return;
}
}
}
}
void VertexBTransformPass(IR::Program& program) {
for (IR::Block* const block : program.post_order_blocks | std::views::reverse) {
for (IR::Inst& inst : block->Instructions()) {
if (inst.GetOpcode() == IR::Opcode::Prologue) {
return inst.Invalidate();
}
}
}
}
void DualVertexJoinPass(IR::Program& program) {
const auto& blocks = program.blocks;
s64 s = static_cast<s64>(blocks.size()) - 1;
if (s < 1) {
throw NotImplementedException("Dual Vertex Join pass failed, expected atleast 2 blocks!");
}
for (s64 index = 0; index < s; index++) {
IR::Block* const current_block = blocks[index];
IR::Block* const next_block = blocks[index + 1];
for (IR::Inst& inst : current_block->Instructions()) {
if (inst.GetOpcode() == IR::Opcode::Join) {
IR::IREmitter ir{*current_block, IR::Block::InstructionList::s_iterator_to(inst)};
ir.Branch(next_block);
inst.Invalidate();
// only 1 join should exist
return;
}
}
}
throw NotImplementedException("Dual Vertex Join pass failed, no join present!");
}
} // namespace Shader::Optimization

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@ -499,4 +499,30 @@ void GlobalMemoryToStorageBufferPass(IR::Program& program) {
}
}
template <typename Descriptors, typename Descriptor, typename Func>
static u32 Add(Descriptors& descriptors, const Descriptor& desc, Func&& pred) {
// TODO: Handle arrays
const auto it{std::ranges::find_if(descriptors, pred)};
if (it != descriptors.end()) {
return static_cast<u32>(std::distance(descriptors.begin(), it));
}
descriptors.push_back(desc);
return static_cast<u32>(descriptors.size()) - 1;
}
void JoinStorageInfo(Info& base, Info& source) {
auto& descriptors = base.storage_buffers_descriptors;
for (auto& desc : source.storage_buffers_descriptors) {
auto it{std::ranges::find_if(descriptors, [&desc](const auto& existing) {
return desc.cbuf_index == existing.cbuf_index &&
desc.cbuf_offset == existing.cbuf_offset && desc.count == existing.count;
})};
if (it != descriptors.end()) {
it->is_written |= desc.is_written;
continue;
}
descriptors.push_back(desc);
}
}
} // namespace Shader::Optimization

View file

@ -22,4 +22,11 @@ void SsaRewritePass(IR::Program& program);
void TexturePass(Environment& env, IR::Program& program);
void VerificationPass(const IR::Program& program);
// Dual Vertex
void VertexATransformPass(IR::Program& program);
void VertexBTransformPass(IR::Program& program);
void DualVertexJoinPass(IR::Program& program);
void JoinTextureInfo(Info& base, Info& source);
void JoinStorageInfo(Info& base, Info& source);
} // namespace Shader::Optimization

View file

@ -426,4 +426,25 @@ void TexturePass(Environment& env, IR::Program& program) {
}
}
void JoinTextureInfo(Info& base, Info& source) {
Descriptors descriptors{
base.texture_buffer_descriptors,
base.image_buffer_descriptors,
base.texture_descriptors,
base.image_descriptors,
};
for (auto& desc : source.texture_buffer_descriptors) {
descriptors.Add(desc);
}
for (auto& desc : source.image_buffer_descriptors) {
descriptors.Add(desc);
}
for (auto& desc : source.texture_descriptors) {
descriptors.Add(desc);
}
for (auto& desc : source.image_descriptors) {
descriptors.Add(desc);
}
}
} // namespace Shader::Optimization