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spirv: Implement rescaling patching
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@ -7,6 +7,8 @@
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#include <climits>
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#include <string_view>
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#include <boost/container/static_vector.hpp>
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#include <fmt/format.h>
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#include "common/common_types.h"
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@ -496,6 +498,7 @@ EmitContext::EmitContext(const Profile& profile_, const RuntimeInfo& runtime_inf
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DefineImages(program.info, image_binding);
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DefineAttributeMemAccess(program.info);
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DefineGlobalMemoryFunctions(program.info);
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DefineRescalingInput(program.info);
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}
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EmitContext::~EmitContext() = default;
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@ -996,6 +999,38 @@ void EmitContext::DefineGlobalMemoryFunctions(const Info& info) {
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define(&StorageDefinitions::U32x4, storage_types.U32x4, U32[4], sizeof(u32[4]));
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}
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void EmitContext::DefineRescalingInput(const Info& info) {
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if (!info.uses_rescaling_uniform) {
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return;
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}
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boost::container::static_vector<Id, 2> members{F32[1]};
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u32 member_index{0};
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const u32 num_texture_words{Common::DivCeil(runtime_info.num_textures, 32u)};
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if (runtime_info.num_textures > 0) {
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rescaling_textures_type = TypeArray(U32[1], Const(num_texture_words));
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Decorate(rescaling_textures_type, spv::Decoration::ArrayStride, 4u);
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members.push_back(rescaling_textures_type);
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rescaling_textures_member_index = ++member_index;
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}
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const Id push_constant_struct{TypeStruct(std::span(members.data(), members.size()))};
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Decorate(push_constant_struct, spv::Decoration::Block);
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Name(push_constant_struct, "ResolutionInfo");
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MemberDecorate(push_constant_struct, 0u, spv::Decoration::Offset, 0u);
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MemberName(push_constant_struct, 0u, "down_factor");
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if (runtime_info.num_textures > 0) {
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MemberDecorate(push_constant_struct, rescaling_textures_member_index,
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spv::Decoration::Offset, 4u);
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MemberName(push_constant_struct, rescaling_textures_member_index, "rescaling_textures");
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}
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const Id pointer_type{TypePointer(spv::StorageClass::PushConstant, push_constant_struct)};
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rescaling_push_constants = AddGlobalVariable(pointer_type, spv::StorageClass::PushConstant);
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Name(rescaling_push_constants, "rescaling_push_constants");
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if (profile.supported_spirv >= 0x00010400) {
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interfaces.push_back(rescaling_push_constants);
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}
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}
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void EmitContext::DefineConstantBuffers(const Info& info, u32& binding) {
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if (info.constant_buffer_descriptors.empty()) {
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return;
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@ -238,6 +238,10 @@ public:
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Id indexed_load_func{};
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Id indexed_store_func{};
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Id rescaling_push_constants{};
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Id rescaling_textures_type{};
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u32 rescaling_textures_member_index{};
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Id local_memory{};
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Id shared_memory_u8{};
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@ -314,6 +318,7 @@ private:
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void DefineImages(const Info& info, u32& binding);
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void DefineAttributeMemAccess(const Info& info);
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void DefineGlobalMemoryFunctions(const Info& info);
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void DefineRescalingInput(const Info& info);
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void DefineInputs(const IR::Program& program);
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void DefineOutputs(const IR::Program& program);
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@ -20,8 +20,11 @@ namespace Shader::Backend::SPIRV {
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IR::Program& program, Bindings& bindings);
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[[nodiscard]] inline std::vector<u32> EmitSPIRV(const Profile& profile, IR::Program& program) {
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RuntimeInfo runtime_info{};
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runtime_info.num_textures = Shader::NumDescriptors(program.info.texture_descriptors);
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Bindings binding;
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return EmitSPIRV(profile, {}, program, binding);
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return EmitSPIRV(profile, runtime_info, program, binding);
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}
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} // namespace Shader::Backend::SPIRV
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@ -527,8 +527,10 @@ Id EmitYDirection(EmitContext& ctx) {
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}
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Id EmitResolutionDownFactor(EmitContext& ctx) {
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UNIMPLEMENTED();
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return ctx.Const(1.0f);
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const Id pointer_type{ctx.TypePointer(spv::StorageClass::PushConstant, ctx.F32[1])};
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const Id pointer{
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ctx.OpAccessChain(pointer_type, ctx.rescaling_push_constants, ctx.u32_zero_value)};
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return ctx.OpLoad(ctx.F32[1], pointer);
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}
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Id EmitLoadLocal(EmitContext& ctx, Id word_offset) {
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@ -470,8 +470,30 @@ void EmitImageWrite(EmitContext& ctx, IR::Inst* inst, const IR::Value& index, Id
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ctx.OpImageWrite(Image(ctx, index, info), coords, color);
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}
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Id EmitIsTextureScaled([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& index) {
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return ctx.false_value;
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Id EmitIsTextureScaled(EmitContext& ctx, const IR::Value& index) {
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const Id push_constant_u32{ctx.TypePointer(spv::StorageClass::PushConstant, ctx.U32[1])};
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const Id member_index{ctx.Const(ctx.rescaling_textures_member_index)};
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Id bit{};
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if (index.IsImmediate()) {
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// Use BitwiseAnd instead of BitfieldExtract for better codegen on Nvidia OpenGL.
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// LOP32I.NZ is used to set the predicate rather than BFE+ISETP.
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const u32 index_value{index.U32()};
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const Id word_index{ctx.Const(index_value / 32)};
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const Id bit_index_mask{ctx.Const(1u << (index_value % 32))};
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const Id pointer{ctx.OpAccessChain(push_constant_u32, ctx.rescaling_push_constants,
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member_index, word_index)};
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const Id word{ctx.OpLoad(ctx.U32[1], pointer)};
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bit = ctx.OpBitwiseAnd(ctx.U32[1], word, bit_index_mask);
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} else {
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const Id index_value{ctx.Def(index)};
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const Id word_index{ctx.OpShiftRightArithmetic(ctx.U32[1], index_value, ctx.Const(5u))};
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const Id pointer{ctx.OpAccessChain(push_constant_u32, ctx.rescaling_push_constants,
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member_index, word_index)};
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const Id word{ctx.OpLoad(ctx.U32[1], pointer)};
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const Id bit_index{ctx.OpBitwiseAnd(ctx.U32[1], index_value, ctx.Const(31u))};
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bit = ctx.OpBitFieldUExtract(ctx.U32[1], index_value, bit_index, ctx.Const(1u));
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}
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return ctx.OpINotEqual(ctx.U1, bit, ctx.u32_zero_value);
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}
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} // namespace Shader::Backend::SPIRV
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@ -178,6 +178,9 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
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Optimization::GlobalMemoryToStorageBufferPass(program);
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Optimization::TexturePass(env, program);
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if (Settings::values.resolution_info.active) {
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Optimization::RescalingPass(program);
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}
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Optimization::ConstantPropagationPass(program);
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Optimization::DeadCodeEliminationPass(program);
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if (Settings::values.renderer_debug) {
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@ -63,6 +63,8 @@ struct RuntimeInfo {
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std::array<AttributeType, 32> generic_input_types{};
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VaryingState previous_stage_stores;
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u32 num_textures{};
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bool convert_depth_mode{};
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bool force_early_z{};
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@ -191,4 +191,13 @@ struct Info {
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ImageDescriptors image_descriptors;
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};
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template <typename Descriptors>
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u32 NumDescriptors(const Descriptors& descriptors) {
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u32 num{};
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for (const auto& desc : descriptors) {
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num += desc.count;
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}
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return num;
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}
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} // namespace Shader
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