Shader: Don't rescale FragCoord if used by Shuffle
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6000fe69a4
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b3a9c8f108
@ -178,10 +178,12 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
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Optimization::GlobalMemoryToStorageBufferPass(program);
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Optimization::TexturePass(env, program);
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Optimization::ConstantPropagationPass(program);
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if (Settings::values.resolution_info.active) {
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Optimization::RescalingPass(program);
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}
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Optimization::ConstantPropagationPass(program);
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Optimization::DeadCodeEliminationPass(program);
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if (Settings::values.renderer_debug) {
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Optimization::VerificationPass(program);
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@ -14,6 +14,52 @@
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namespace Shader::Optimization {
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namespace {
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void VisitMark(const IR::Program& program, IR::Inst& inst) {
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const bool is_fragment_shader{program.stage == Stage::Fragment};
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switch (inst.GetOpcode()) {
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case IR::Opcode::ShuffleIndex:
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case IR::Opcode::ShuffleUp:
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case IR::Opcode::ShuffleDown:
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case IR::Opcode::ShuffleButterfly: {
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const auto try_mark = [is_fragment_shader](IR::Inst* op) {
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const IR::Attribute attr{op->Arg(0).Attribute()};
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switch (attr) {
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case IR::Attribute::PositionX:
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case IR::Attribute::PositionY:
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if (is_fragment_shader) {
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op->SetFlags<u32>(0xDEADBEEF);
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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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const IR::Value param_1{inst.Arg(0)};
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if (param_1.IsImmediate()) {
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break;
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}
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IR::Inst* op_a{param_1.InstRecursive()};
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if (op_a->GetOpcode() == IR::Opcode::GetAttribute) {
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try_mark(op_a);
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break;
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}
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if (op_a->GetOpcode() != IR::Opcode::BitCastF32U32) {
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break;
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}
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const IR::Value param_2{op_a->Arg(0)};
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if (param_2.IsImmediate()) {
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break;
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}
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IR::Inst* op_b{param_2.InstRecursive()};
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if (op_b->GetOpcode() == IR::Opcode::GetAttribute) {
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try_mark(op_b);
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}
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break;
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}
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default:
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break;
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}
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}
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void PatchFragCoord(IR::Block& block, IR::Inst& inst) {
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IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
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const IR::F32 down_factor{ir.ResolutionDownFactor()};
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@ -219,7 +265,7 @@ void Visit(const IR::Program& program, IR::Block& block, IR::Inst& inst) {
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switch (attr) {
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case IR::Attribute::PositionX:
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case IR::Attribute::PositionY:
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if (is_fragment_shader) {
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if (is_fragment_shader && inst.Flags<u32>() != 0xDEADBEEF) {
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PatchFragCoord(block, inst);
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}
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break;
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@ -254,6 +300,11 @@ void Visit(const IR::Program& program, IR::Block& block, IR::Inst& inst) {
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} // Anonymous namespace
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void RescalingPass(IR::Program& program) {
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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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VisitMark(program, inst);
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}
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}
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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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Visit(program, *block, inst);
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