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82 lines
2.3 KiB
C++
82 lines
2.3 KiB
C++
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/shader_info.h"
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namespace Shader::Optimization {
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namespace {
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void AddConstantBufferDescriptor(Info& info, u32 index) {
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auto& descriptor{info.constant_buffers.at(index)};
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if (descriptor) {
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return;
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}
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descriptor = &info.constant_buffer_descriptors.emplace_back(Info::ConstantBufferDescriptor{
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.index{index},
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.count{1},
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});
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}
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void Visit(Info& info, IR::Inst& inst) {
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switch (inst.Opcode()) {
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case IR::Opcode::WorkgroupId:
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info.uses_workgroup_id = true;
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break;
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case IR::Opcode::LocalInvocationId:
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info.uses_local_invocation_id = true;
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break;
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case IR::Opcode::FPAbs16:
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case IR::Opcode::FPAdd16:
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case IR::Opcode::FPCeil16:
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case IR::Opcode::FPFloor16:
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case IR::Opcode::FPFma16:
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case IR::Opcode::FPMul16:
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case IR::Opcode::FPNeg16:
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case IR::Opcode::FPRoundEven16:
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case IR::Opcode::FPSaturate16:
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case IR::Opcode::FPTrunc16:
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info.uses_fp16;
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break;
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case IR::Opcode::FPAbs64:
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case IR::Opcode::FPAdd64:
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case IR::Opcode::FPCeil64:
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case IR::Opcode::FPFloor64:
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case IR::Opcode::FPFma64:
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case IR::Opcode::FPMax64:
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case IR::Opcode::FPMin64:
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case IR::Opcode::FPMul64:
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case IR::Opcode::FPNeg64:
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case IR::Opcode::FPRecip64:
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case IR::Opcode::FPRecipSqrt64:
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case IR::Opcode::FPRoundEven64:
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case IR::Opcode::FPSaturate64:
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case IR::Opcode::FPTrunc64:
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info.uses_fp64 = true;
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break;
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case IR::Opcode::GetCbuf:
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if (const IR::Value index{inst.Arg(0)}; index.IsImmediate()) {
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AddConstantBufferDescriptor(info, index.U32());
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} else {
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throw NotImplementedException("Constant buffer with non-immediate index");
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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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} // Anonymous namespace
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void CollectShaderInfoPass(IR::Program& program) {
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Info& info{program.info};
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for (IR::Function& function : program.functions) {
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for (IR::Block* const block : function.post_order_blocks) {
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for (IR::Inst& inst : block->Instructions()) {
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Visit(info, inst);
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}
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}
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}
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}
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} // namespace Shader::Optimization
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