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Diffstat (limited to '')
-rw-r--r-- | src/shader_recompiler/ir_opt/layer_pass.cpp | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/src/shader_recompiler/ir_opt/layer_pass.cpp b/src/shader_recompiler/ir_opt/layer_pass.cpp new file mode 100644 index 000000000..4574f7cf2 --- /dev/null +++ b/src/shader_recompiler/ir_opt/layer_pass.cpp @@ -0,0 +1,68 @@ +// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project +// SPDX-License-Identifier: GPL-2.0-or-later + +#include <algorithm> +#include <bit> +#include <optional> + +#include <boost/container/small_vector.hpp> + +#include "shader_recompiler/environment.h" +#include "shader_recompiler/frontend/ir/basic_block.h" +#include "shader_recompiler/frontend/ir/breadth_first_search.h" +#include "shader_recompiler/frontend/ir/ir_emitter.h" +#include "shader_recompiler/host_translate_info.h" +#include "shader_recompiler/ir_opt/passes.h" +#include "shader_recompiler/shader_info.h" + +namespace Shader::Optimization { + +static IR::Attribute EmulatedLayerAttribute(VaryingState& stores) { + for (u32 i = 0; i < 32; i++) { + if (!stores.Generic(i)) { + return IR::Attribute::Generic0X + (i * 4); + } + } + return IR::Attribute::Layer; +} + +static bool PermittedProgramStage(Stage stage) { + switch (stage) { + case Stage::VertexA: + case Stage::VertexB: + case Stage::TessellationControl: + case Stage::TessellationEval: + return true; + default: + return false; + } +} + +void LayerPass(IR::Program& program, const HostTranslateInfo& host_info) { + if (host_info.support_viewport_index_layer || !PermittedProgramStage(program.stage)) { + return; + } + + const auto end{program.post_order_blocks.end()}; + const auto layer_attribute = EmulatedLayerAttribute(program.info.stores); + bool requires_layer_emulation = false; + + for (auto block = program.post_order_blocks.begin(); block != end; ++block) { + for (IR::Inst& inst : (*block)->Instructions()) { + if (inst.GetOpcode() == IR::Opcode::SetAttribute && + inst.Arg(0).Attribute() == IR::Attribute::Layer) { + requires_layer_emulation = true; + inst.SetArg(0, IR::Value{layer_attribute}); + } + } + } + + if (requires_layer_emulation) { + program.info.requires_layer_emulation = true; + program.info.emulated_layer = layer_attribute; + program.info.stores.Set(IR::Attribute::Layer, false); + program.info.stores.Set(layer_attribute, true); + } +} + +} // namespace Shader::Optimization |