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Ryujinx/src/Ryujinx.Graphics.Shader/Translation/Transforms/ForcePreciseEnable.cs
gdkchan b423197619
Delete ShaderConfig and organize shader resources/definitions better (#5509)
* 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
2023-08-13 22:26:42 -03:00

36 lines
1.5 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.Translation.Transforms
{
class ForcePreciseEnable : ITransformPass
{
public static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures)
{
return stage == ShaderStage.Fragment && gpuAccessor.QueryHostReducedPrecision();
}
public static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node)
{
// There are some cases where a small bias is added to values to prevent division by zero.
// When operating with reduced precision, it is possible for this bias to get rounded to 0
// and cause a division by zero.
// To prevent that, we force those operations to be precise even if the host wants
// imprecise operations for performance.
Operation operation = (Operation)node.Value;
if (operation.Inst == (Instruction.FP32 | Instruction.Divide) &&
operation.GetSource(0).Type == OperandType.Constant &&
operation.GetSource(0).AsFloat() == 1f &&
operation.GetSource(1).AsgOp is Operation addOp &&
addOp.Inst == (Instruction.FP32 | Instruction.Add) &&
addOp.GetSource(1).Type == OperandType.Constant)
{
addOp.ForcePrecise = true;
}
return node;
}
}
}