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author | FengChen <vonchenplus@gmail.com> | 2022-09-01 16:05:11 +0200 |
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committer | FengChen <vonchenplus@gmail.com> | 2022-09-20 05:55:43 +0200 |
commit | 9a95c7fa14bdfc14aacea92896c8ae8533918fe8 (patch) | |
tree | 3beb2289136a59134195d35e37d4b56b294a3081 /src/shader_recompiler/ir_opt/position_pass.cpp | |
parent | Merge pull request #8841 from zhaobot/tx-update-20220901035349 (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/shader_recompiler/ir_opt/position_pass.cpp | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/src/shader_recompiler/ir_opt/position_pass.cpp b/src/shader_recompiler/ir_opt/position_pass.cpp new file mode 100644 index 000000000..3c20b7189 --- /dev/null +++ b/src/shader_recompiler/ir_opt/position_pass.cpp @@ -0,0 +1,77 @@ +// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project +// SPDX-License-Identifier: GPL-2.0-or-later + +#include <boost/container/small_vector.hpp> + +#include "shader_recompiler/frontend/ir/basic_block.h" +#include "shader_recompiler/frontend/ir/ir_emitter.h" +#include "shader_recompiler/frontend/ir/value.h" +#include "shader_recompiler/ir_opt/passes.h" + +namespace Shader::Optimization { + +namespace { +struct PositionInst { + IR::Inst* inst; + IR::Block* block; + IR::Attribute attr; +}; +using PositionInstVector = boost::container::small_vector<PositionInst, 24>; +} // Anonymous namespace + +void PositionPass(Environment& env, IR::Program& program) { + if (env.ShaderStage() != Stage::VertexB || env.ReadViewportTransformState()) { + return; + } + + Info& info{program.info}; + info.uses_render_area = true; + + PositionInstVector to_replace; + for (IR::Block* const block : program.post_order_blocks) { + for (IR::Inst& inst : block->Instructions()) { + switch (inst.GetOpcode()) { + case IR::Opcode::SetAttribute: { + const IR::Attribute attr{inst.Arg(0).Attribute()}; + switch (attr) { + case IR::Attribute::PositionX: + case IR::Attribute::PositionY: { + to_replace.push_back(PositionInst{.inst = &inst, .block = block, .attr = attr}); + break; + } + default: + break; + } + break; + } + default: + break; + } + } + } + + for (PositionInst& position_inst : to_replace) { + IR::IREmitter ir{*position_inst.block, + IR::Block::InstructionList::s_iterator_to(*position_inst.inst)}; + const IR::F32 value(position_inst.inst->Arg(1)); + const IR::F32F64 scale(ir.Imm32(2.f)); + const IR::F32 negative_one{ir.Imm32(-1.f)}; + switch (position_inst.attr) { + case IR::Attribute::PositionX: { + position_inst.inst->SetArg( + 1, + ir.FPFma(value, ir.FPMul(ir.FPRecip(ir.RenderAreaWidth()), scale), negative_one)); + break; + } + case IR::Attribute::PositionY: { + position_inst.inst->SetArg( + 1, + ir.FPFma(value, ir.FPMul(ir.FPRecip(ir.RenderAreaHeight()), scale), negative_one)); + break; + } + default: + break; + } + } +} +} // namespace Shader::Optimization |