mirror of https://git.suyu.dev/suyu/suyu
Merge pull request #9363 from liamwhite/gs
shader_recompiler: add gl_Layer translation GS for older hardwaremerge-requests/60/head
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9a5d8b356a
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// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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#include <bit>
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#include <optional>
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#include <boost/container/small_vector.hpp>
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#include "shader_recompiler/environment.h"
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#include "shader_recompiler/frontend/ir/basic_block.h"
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#include "shader_recompiler/frontend/ir/breadth_first_search.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/host_translate_info.h"
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#include "shader_recompiler/ir_opt/passes.h"
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#include "shader_recompiler/shader_info.h"
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namespace Shader::Optimization {
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static IR::Attribute EmulatedLayerAttribute(VaryingState& stores) {
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for (u32 i = 0; i < 32; i++) {
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if (!stores.Generic(i)) {
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return IR::Attribute::Generic0X + (i * 4);
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}
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}
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return IR::Attribute::Layer;
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}
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static bool PermittedProgramStage(Stage stage) {
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switch (stage) {
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case Stage::VertexA:
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case Stage::VertexB:
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case Stage::TessellationControl:
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case Stage::TessellationEval:
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return true;
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default:
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return false;
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}
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}
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void LayerPass(IR::Program& program, const HostTranslateInfo& host_info) {
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if (host_info.support_viewport_index_layer || !PermittedProgramStage(program.stage)) {
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return;
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}
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const auto end{program.post_order_blocks.end()};
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const auto layer_attribute = EmulatedLayerAttribute(program.info.stores);
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bool requires_layer_emulation = false;
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for (auto block = program.post_order_blocks.begin(); block != end; ++block) {
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for (IR::Inst& inst : (*block)->Instructions()) {
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if (inst.GetOpcode() == IR::Opcode::SetAttribute &&
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inst.Arg(0).Attribute() == IR::Attribute::Layer) {
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requires_layer_emulation = true;
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inst.SetArg(0, IR::Value{layer_attribute});
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}
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}
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}
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if (requires_layer_emulation) {
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program.info.requires_layer_emulation = true;
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program.info.emulated_layer = layer_attribute;
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program.info.stores.Set(IR::Attribute::Layer, false);
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program.info.stores.Set(layer_attribute, true);
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}
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}
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} // namespace Shader::Optimization
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