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ShaderCache: Better fix for Shuffling gl_FragCoord
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parent
d46a71e786
commit
6f98690963
1 changed files with 13 additions and 2 deletions
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@ -30,7 +30,7 @@ namespace {
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return false;
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return false;
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}
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}
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void VisitMark(const IR::Inst& inst) {
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void VisitMark(IR::Block& block, IR::Inst& inst) {
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switch (inst.GetOpcode()) {
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switch (inst.GetOpcode()) {
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case IR::Opcode::ShuffleIndex:
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case IR::Opcode::ShuffleIndex:
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case IR::Opcode::ShuffleUp:
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case IR::Opcode::ShuffleUp:
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@ -49,19 +49,30 @@ void VisitMark(const IR::Inst& inst) {
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break;
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break;
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}
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}
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IR::Inst* const bitcast_inst{bitcast_arg.InstRecursive()};
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IR::Inst* const bitcast_inst{bitcast_arg.InstRecursive()};
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bool must_patch_outside = false;
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if (bitcast_inst->GetOpcode() == IR::Opcode::GetAttribute) {
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if (bitcast_inst->GetOpcode() == IR::Opcode::GetAttribute) {
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const IR::Attribute attr{bitcast_inst->Arg(0).Attribute()};
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const IR::Attribute attr{bitcast_inst->Arg(0).Attribute()};
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switch (attr) {
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switch (attr) {
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case IR::Attribute::PositionX:
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case IR::Attribute::PositionX:
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case IR::Attribute::PositionY:
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case IR::Attribute::PositionY:
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bitcast_inst->SetFlags<u32>(0xDEADBEEF);
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bitcast_inst->SetFlags<u32>(0xDEADBEEF);
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must_patch_outside = true;
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break;
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break;
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default:
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default:
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break;
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break;
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}
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}
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}
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}
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if (must_patch_outside) {
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const auto it{IR::Block::InstructionList::s_iterator_to(inst)};
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IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
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const IR::F32 new_inst{&*block.PrependNewInst(it, inst)};
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const IR::F32 up_factor{ir.FPRecip(ir.ResolutionDownFactor())};
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const IR::Value converted{ir.FPMul(new_inst, up_factor)};
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inst.ReplaceUsesWith(converted);
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}
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break;
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break;
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}
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}
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default:
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default:
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break;
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break;
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}
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}
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@ -302,7 +313,7 @@ void RescalingPass(IR::Program& program) {
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if (is_fragment_shader) {
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if (is_fragment_shader) {
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for (IR::Block* const block : program.post_order_blocks) {
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for (IR::Block* const block : program.post_order_blocks) {
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for (IR::Inst& inst : block->Instructions()) {
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for (IR::Inst& inst : block->Instructions()) {
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VisitMark(inst);
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VisitMark(*block, inst);
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}
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}
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}
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}
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}
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}
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