rescaling_pass: Fix and simplify shuffle/fragcoord pass
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b3a9c8f108
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edb5844240
@ -14,45 +14,39 @@
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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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void VisitMark(const IR::Program& program, const IR::Inst& inst) {
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const bool is_fragment_shader{program.stage == Stage::Fragment};
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if (!is_fragment_shader) {
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return;
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}
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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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const IR::Value shfl_arg{inst.Arg(0)};
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if (shfl_arg.IsImmediate()) {
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break;
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}
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const IR::Inst* const arg_inst{shfl_arg.InstRecursive()};
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if (arg_inst->GetOpcode() != IR::Opcode::BitCastU32F32) {
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break;
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}
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const IR::Value bitcast_arg{arg_inst->Arg(0)};
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if (bitcast_arg.IsImmediate()) {
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break;
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}
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IR::Inst* const bitcast_inst{bitcast_arg.InstRecursive()};
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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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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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bitcast_inst->SetFlags<u32>(0xDEADBEEF);
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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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