Shader: Don't rescale FragCoord if used by Shuffle

This commit is contained in:
Fernando Sahmkow 2021-09-18 02:26:33 +02:00
parent 6000fe69a4
commit b3a9c8f108
2 changed files with 55 additions and 2 deletions

View file

@ -178,10 +178,12 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
Optimization::GlobalMemoryToStorageBufferPass(program);
Optimization::TexturePass(env, program);
Optimization::ConstantPropagationPass(program);
if (Settings::values.resolution_info.active) {
Optimization::RescalingPass(program);
}
Optimization::ConstantPropagationPass(program);
Optimization::DeadCodeEliminationPass(program);
if (Settings::values.renderer_debug) {
Optimization::VerificationPass(program);

View file

@ -14,6 +14,52 @@
namespace Shader::Optimization {
namespace {
void VisitMark(const IR::Program& program, IR::Inst& inst) {
const bool is_fragment_shader{program.stage == Stage::Fragment};
switch (inst.GetOpcode()) {
case IR::Opcode::ShuffleIndex:
case IR::Opcode::ShuffleUp:
case IR::Opcode::ShuffleDown:
case IR::Opcode::ShuffleButterfly: {
const auto try_mark = [is_fragment_shader](IR::Inst* op) {
const IR::Attribute attr{op->Arg(0).Attribute()};
switch (attr) {
case IR::Attribute::PositionX:
case IR::Attribute::PositionY:
if (is_fragment_shader) {
op->SetFlags<u32>(0xDEADBEEF);
}
break;
default:
break;
}
};
const IR::Value param_1{inst.Arg(0)};
if (param_1.IsImmediate()) {
break;
}
IR::Inst* op_a{param_1.InstRecursive()};
if (op_a->GetOpcode() == IR::Opcode::GetAttribute) {
try_mark(op_a);
break;
}
if (op_a->GetOpcode() != IR::Opcode::BitCastF32U32) {
break;
}
const IR::Value param_2{op_a->Arg(0)};
if (param_2.IsImmediate()) {
break;
}
IR::Inst* op_b{param_2.InstRecursive()};
if (op_b->GetOpcode() == IR::Opcode::GetAttribute) {
try_mark(op_b);
}
break;
}
default:
break;
}
}
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()};
@ -219,7 +265,7 @@ void Visit(const IR::Program& program, IR::Block& block, IR::Inst& inst) {
switch (attr) {
case IR::Attribute::PositionX:
case IR::Attribute::PositionY:
if (is_fragment_shader) {
if (is_fragment_shader && inst.Flags<u32>() != 0xDEADBEEF) {
PatchFragCoord(block, inst);
}
break;
@ -254,6 +300,11 @@ void Visit(const IR::Program& program, IR::Block& block, IR::Inst& inst) {
} // Anonymous namespace
void RescalingPass(IR::Program& program) {
for (IR::Block* const block : program.post_order_blocks) {
for (IR::Inst& inst : block->Instructions()) {
VisitMark(program, inst);
}
}
for (IR::Block* const block : program.post_order_blocks) {
for (IR::Inst& inst : block->Instructions()) {
Visit(program, *block, inst);