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author | Fernando Sahmkow <fsahmkow27@gmail.com> | 2021-07-18 23:06:12 +0200 |
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committer | Fernando Sahmkow <fsahmkow27@gmail.com> | 2021-11-16 22:11:27 +0100 |
commit | 360e897ccd53bf863cea1ad6184d35e9b6ffbf40 (patch) | |
tree | ff509e8b85687489143b0c6cce7ddd8003d4558c /src/shader_recompiler/ir_opt/rescaling_pass.cpp | |
parent | Settings: Add resolution scaling to settings. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/shader_recompiler/ir_opt/rescaling_pass.cpp | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/src/shader_recompiler/ir_opt/rescaling_pass.cpp b/src/shader_recompiler/ir_opt/rescaling_pass.cpp new file mode 100644 index 000000000..d3ae3f159 --- /dev/null +++ b/src/shader_recompiler/ir_opt/rescaling_pass.cpp @@ -0,0 +1,72 @@ +// Copyright 2021 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include "common/alignment.h" +#include "shader_recompiler/environment.h" +#include "shader_recompiler/frontend/ir/modifiers.h" +#include "shader_recompiler/frontend/ir/program.h" +#include "shader_recompiler/frontend/ir/value.h" +#include "shader_recompiler/ir_opt/passes.h" +#include "shader_recompiler/shader_info.h" + +namespace Shader::Optimization { +namespace { + +void PatchFragCoord(IR::Inst& inst) { + IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)}; + const IR::F32 inv_resolution_factor = IR::F32{Settings::values.resolution_info.down_factor}; + const IR::F32 new_get_attribute = ir.GetAttribute(inst.Arg(0).Attribute()); + const IR::F32 mul = ir.FMul(new_get_attribute, inv_resolution_factor); + const IR::U1 should_rescale = IR::U1{true}; + const IR::F32 selection = ir.Select(should_rescale, mul, new_get_attribute); + inst.ReplaceUsesWith(selection); +} + +void Visit(Info& info, IR::Inst& inst) { + info.requires_rescaling_uniform = false; + switch (inst.GetOpcode()) { + case IR::Opcode::GetAttribute: { + conast auto attrib = inst.Arg(0).Attribute(); + const bool is_frag = + attrib == IR::Attribute::PositionX || attrib == IR::Attribute::PositionY; + const bool must_path = is_frag && program.stage == Stage::Fragment; + if (must_path) { + PatchFragCoord(inst); + info.requires_rescaling_uniform = true; + } + break; + } + case IR::Opcode::ImageQueryDimensions: { + info.requires_rescaling_uniform |= true; + break; + } + case IR::Opcode::ImageFetch: { + info.requires_rescaling_uniform |= true; + break; + } + case IR::Opcode::ImageRead: { + info.requires_rescaling_uniform |= true; + break; + } + case IR::Opcode::ImageWrite: { + info.requires_rescaling_uniform |= true; + break; + } + default: + break; + } +} + +} // namespace + +void RescalingPass(Environment& env, IR::Program& program) { + Info& info{program.info}; + for (IR::Block* const block : program.post_order_blocks) { + for (IR::Inst& inst : block->Instructions()) { + Visit(info, inst); + } + } +} + +} // namespace Shader::Optimization |