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shader_recompiler: remove barriers in conditional control flow when device lacks support
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fa5dfcb712
commit
2bb7ea436d
@ -216,6 +216,7 @@ add_library(shader_recompiler STATIC
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frontend/maxwell/translate_program.h
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host_translate_info.h
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ir_opt/collect_shader_info_pass.cpp
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ir_opt/conditional_barrier_pass.cpp
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ir_opt/constant_propagation_pass.cpp
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ir_opt/dead_code_elimination_pass.cpp
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ir_opt/dual_vertex_pass.cpp
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@ -286,6 +286,9 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
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if (!host_info.support_int64) {
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Optimization::LowerInt64ToInt32(program);
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}
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if (!host_info.support_conditional_barrier) {
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Optimization::ConditionalBarrierPass(program);
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}
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Optimization::SsaRewritePass(program);
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Optimization::ConstantPropagationPass(env, program);
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@ -17,6 +17,8 @@ struct HostTranslateInfo {
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bool support_viewport_index_layer{}; ///< True when the device supports gl_Layer in VS
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bool support_geometry_shader_passthrough{}; ///< True when the device supports geometry
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///< passthrough shaders
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bool support_conditional_barrier{}; ///< True when the device supports barriers in conditional
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///< control flow
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};
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} // namespace Shader
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44
src/shader_recompiler/ir_opt/conditional_barrier_pass.cpp
Normal file
44
src/shader_recompiler/ir_opt/conditional_barrier_pass.cpp
Normal file
@ -0,0 +1,44 @@
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/ir_opt/passes.h"
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namespace Shader::Optimization {
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void ConditionalBarrierPass(IR::Program& program) {
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s32 conditional_control_flow_count{0};
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s32 conditional_return_count{0};
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for (IR::AbstractSyntaxNode& node : program.syntax_list) {
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switch (node.type) {
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case IR::AbstractSyntaxNode::Type::If:
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case IR::AbstractSyntaxNode::Type::Loop:
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conditional_control_flow_count++;
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break;
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case IR::AbstractSyntaxNode::Type::EndIf:
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case IR::AbstractSyntaxNode::Type::Repeat:
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conditional_control_flow_count--;
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break;
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case IR::AbstractSyntaxNode::Type::Unreachable:
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case IR::AbstractSyntaxNode::Type::Return:
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if (conditional_control_flow_count > 0) {
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conditional_return_count++;
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}
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break;
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case IR::AbstractSyntaxNode::Type::Block:
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for (IR::Inst& inst : node.data.block->Instructions()) {
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if ((conditional_control_flow_count > 0 || conditional_return_count > 0) &&
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inst.GetOpcode() == IR::Opcode::Barrier) {
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LOG_WARNING(Shader, "Barrier within conditional control flow");
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inst.ReplaceOpcode(IR::Opcode::Identity);
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}
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}
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break;
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default:
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break;
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}
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}
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ASSERT(conditional_control_flow_count == 0);
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}
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} // namespace Shader::Optimization
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@ -13,6 +13,7 @@ struct HostTranslateInfo;
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namespace Shader::Optimization {
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void CollectShaderInfoPass(Environment& env, IR::Program& program);
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void ConditionalBarrierPass(IR::Program& program);
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void ConstantPropagationPass(Environment& env, IR::Program& program);
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void DeadCodeEliminationPass(IR::Program& program);
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void GlobalMemoryToStorageBufferPass(IR::Program& program);
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@ -201,6 +201,7 @@ Device::Device(Core::Frontend::EmuWindow& emu_window) {
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use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
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!(is_amd || (is_intel && !is_linux)) && !strict_context_required;
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use_driver_cache = is_nvidia;
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supports_conditional_barriers = !is_intel;
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
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LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
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@ -188,6 +188,10 @@ public:
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return strict_context_required;
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}
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bool SupportsConditionalBarriers() const {
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return supports_conditional_barriers;
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}
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private:
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static bool TestVariableAoffi();
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static bool TestPreciseBug();
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@ -233,6 +237,7 @@ private:
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bool has_bool_ref_bug{};
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bool can_report_memory{};
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bool strict_context_required{};
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bool supports_conditional_barriers{};
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std::string vendor_name;
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};
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@ -238,6 +238,7 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
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.support_snorm_render_buffer = false,
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.support_viewport_index_layer = device.HasVertexViewportLayer(),
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.support_geometry_shader_passthrough = device.HasGeometryShaderPassthrough(),
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.support_conditional_barrier = device.SupportsConditionalBarriers(),
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} {
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if (use_asynchronous_shaders) {
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workers = CreateWorkers();
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@ -386,6 +386,8 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
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IsFormatSupported(VK_FORMAT_D24_UNORM_S8_UINT,
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VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT, FormatType::Optimal);
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supports_conditional_barriers = !(is_intel_anv || is_intel_windows);
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CollectPhysicalMemoryInfo();
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CollectToolingInfo();
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@ -580,6 +580,10 @@ public:
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return properties.properties.limits.maxVertexInputBindings;
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}
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bool SupportsConditionalBarriers() const {
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return supports_conditional_barriers;
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}
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private:
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/// Checks if the physical device is suitable and configures the object state
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/// with all necessary info about its properties.
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@ -683,6 +687,7 @@ private:
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bool must_emulate_bgr565{}; ///< Emulates BGR565 by swizzling RGB565 format.
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bool dynamic_state3_blending{}; ///< Has all blending features of dynamic_state3.
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bool dynamic_state3_enables{}; ///< Has all enables features of dynamic_state3.
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bool supports_conditional_barriers{}; ///< Allows barriers in conditional control flow.
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u64 device_access_memory{}; ///< Total size of device local memory in bytes.
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u32 sets_per_pool{}; ///< Sets per Description Pool
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