Merge pull request #12066 from ameerj/nvidia-nsanity
shader_recompiler: add byteswap pattern workaround for Nvidia
This commit is contained in:
commit
4458920799
|
@ -231,6 +231,7 @@ add_library(shader_recompiler STATIC
|
|||
ir_opt/rescaling_pass.cpp
|
||||
ir_opt/ssa_rewrite_pass.cpp
|
||||
ir_opt/texture_pass.cpp
|
||||
ir_opt/vendor_workaround_pass.cpp
|
||||
ir_opt/verification_pass.cpp
|
||||
object_pool.h
|
||||
precompiled_headers.h
|
||||
|
|
|
@ -310,6 +310,7 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
|
|||
}
|
||||
Optimization::CollectShaderInfoPass(env, program);
|
||||
Optimization::LayerPass(program, host_info);
|
||||
Optimization::VendorWorkaroundPass(program);
|
||||
|
||||
CollectInterpolationInfo(env, program);
|
||||
AddNVNStorageBuffers(program);
|
||||
|
|
|
@ -26,6 +26,7 @@ void SsaRewritePass(IR::Program& program);
|
|||
void PositionPass(Environment& env, IR::Program& program);
|
||||
void TexturePass(Environment& env, IR::Program& program, const HostTranslateInfo& host_info);
|
||||
void LayerPass(IR::Program& program, const HostTranslateInfo& host_info);
|
||||
void VendorWorkaroundPass(IR::Program& program);
|
||||
void VerificationPass(const IR::Program& program);
|
||||
|
||||
// Dual Vertex
|
||||
|
|
79
src/shader_recompiler/ir_opt/vendor_workaround_pass.cpp
Normal file
79
src/shader_recompiler/ir_opt/vendor_workaround_pass.cpp
Normal file
|
@ -0,0 +1,79 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#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 {
|
||||
void AddingByteSwapsWorkaround(IR::Block& block, IR::Inst& inst) {
|
||||
/*
|
||||
* Workaround for an NVIDIA bug seen in Super Mario RPG
|
||||
*
|
||||
* We are looking for this pattern:
|
||||
* %lhs_bfe = BitFieldUExtract %factor_a, #0, #16
|
||||
* %lhs_mul = IMul32 %lhs_bfe, %factor_b // potentially optional?
|
||||
* %lhs_shl = ShiftLeftLogical32 %lhs_mul, #16
|
||||
* %rhs_bfe = BitFieldUExtract %factor_a, #16, #16
|
||||
* %result = IAdd32 %lhs_shl, %rhs_bfe
|
||||
*
|
||||
* And replacing the IAdd32 with a BitwiseOr32
|
||||
* %result = BitwiseOr32 %lhs_shl, %rhs_bfe
|
||||
*
|
||||
*/
|
||||
IR::Inst* const lhs_shl{inst.Arg(0).TryInstRecursive()};
|
||||
IR::Inst* const rhs_bfe{inst.Arg(1).TryInstRecursive()};
|
||||
if (!lhs_shl || !rhs_bfe) {
|
||||
return;
|
||||
}
|
||||
if (lhs_shl->GetOpcode() != IR::Opcode::ShiftLeftLogical32 ||
|
||||
lhs_shl->Arg(1) != IR::Value{16U}) {
|
||||
return;
|
||||
}
|
||||
if (rhs_bfe->GetOpcode() != IR::Opcode::BitFieldUExtract || rhs_bfe->Arg(1) != IR::Value{16U} ||
|
||||
rhs_bfe->Arg(2) != IR::Value{16U}) {
|
||||
return;
|
||||
}
|
||||
IR::Inst* const lhs_mul{lhs_shl->Arg(0).TryInstRecursive()};
|
||||
if (!lhs_mul) {
|
||||
return;
|
||||
}
|
||||
const bool lhs_mul_optional{lhs_mul->GetOpcode() == IR::Opcode::BitFieldUExtract};
|
||||
if (lhs_mul->GetOpcode() != IR::Opcode::IMul32 &&
|
||||
lhs_mul->GetOpcode() != IR::Opcode::BitFieldUExtract) {
|
||||
return;
|
||||
}
|
||||
IR::Inst* const lhs_bfe{lhs_mul_optional ? lhs_mul : lhs_mul->Arg(0).TryInstRecursive()};
|
||||
if (!lhs_bfe) {
|
||||
return;
|
||||
}
|
||||
if (lhs_bfe->GetOpcode() != IR::Opcode::BitFieldUExtract) {
|
||||
return;
|
||||
}
|
||||
if (lhs_bfe->Arg(1) != IR::Value{0U} || lhs_bfe->Arg(2) != IR::Value{16U}) {
|
||||
return;
|
||||
}
|
||||
IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
|
||||
inst.ReplaceUsesWith(ir.BitwiseOr(IR::U32{inst.Arg(0)}, IR::U32{inst.Arg(1)}));
|
||||
}
|
||||
|
||||
} // Anonymous namespace
|
||||
|
||||
void VendorWorkaroundPass(IR::Program& program) {
|
||||
for (IR::Block* const block : program.post_order_blocks) {
|
||||
for (IR::Inst& inst : block->Instructions()) {
|
||||
switch (inst.GetOpcode()) {
|
||||
case IR::Opcode::IAdd32:
|
||||
AddingByteSwapsWorkaround(*block, inst);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace Shader::Optimization
|
Loading…
Reference in a new issue