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https://github.com/Ryujinx/Ryujinx.git
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b423197619
* Move some properties out of ShaderConfig * Stop using ShaderConfig on backends * Replace ShaderConfig usages on Translator and passes * Move remaining properties out of ShaderConfig and delete ShaderConfig * Remove ResourceManager property from TranslatorContext * Move Rewriter passes to separate transform pass files * Fix TransformPasses.RunPass on cases where a node is removed * Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage * Reduce excessive parameter passing a bit by using structs more * Remove binding parameter from ShaderProperties methods since it is redundant * Replace decoder instruction checks with switch statement * Put GLSL on the same plan as SPIR-V for input/output declaration * Stop mutating TranslatorContext state when Translate is called * Pass most of the graphics state using a struct instead of individual query methods * Auto-format * Auto-format * Add backend logging interface * Auto-format * Remove unnecessary use of interpolated strings * Remove more modifications of AttributeUsage after decode * PR feedback * gl_Layer is not supported on compute
36 lines
1.5 KiB
C#
36 lines
1.5 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.Translation.Transforms
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{
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class ForcePreciseEnable : ITransformPass
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{
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public static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures)
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{
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return stage == ShaderStage.Fragment && gpuAccessor.QueryHostReducedPrecision();
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}
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public static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node)
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{
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// There are some cases where a small bias is added to values to prevent division by zero.
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// When operating with reduced precision, it is possible for this bias to get rounded to 0
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// and cause a division by zero.
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// To prevent that, we force those operations to be precise even if the host wants
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// imprecise operations for performance.
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Operation operation = (Operation)node.Value;
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if (operation.Inst == (Instruction.FP32 | Instruction.Divide) &&
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operation.GetSource(0).Type == OperandType.Constant &&
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operation.GetSource(0).AsFloat() == 1f &&
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operation.GetSource(1).AsgOp is Operation addOp &&
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addOp.Inst == (Instruction.FP32 | Instruction.Add) &&
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addOp.GetSource(1).Type == OperandType.Constant)
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{
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addOp.ForcePrecise = true;
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}
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return node;
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}
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}
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}
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