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Eliminate redundant multiplications by gl_FragCoord.w on the shader (#4578)
* Eliminate redundant multiplications by gl_FragCoord.w on the shader * Shader cache version bump
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3 changed files with 105 additions and 1 deletions
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 4892;
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private const uint CodeGenVersion = 4578;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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private const string SharedDataFileName = "shared.data";
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@ -20,6 +20,12 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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GlobalToStorage.RunPass(blocks[blkIndex], config, ref sbUseMask, ref ubeUseMask);
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GlobalToStorage.RunPass(blocks[blkIndex], config, ref sbUseMask, ref ubeUseMask);
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BindlessToIndexed.RunPass(blocks[blkIndex], config);
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BindlessToIndexed.RunPass(blocks[blkIndex], config);
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BindlessElimination.RunPass(blocks[blkIndex], config);
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BindlessElimination.RunPass(blocks[blkIndex], config);
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// FragmentCoord only exists on fragment shaders, so we don't need to check other stages.
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if (config.Stage == ShaderStage.Fragment)
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{
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EliminateMultiplyByFragmentCoordW(blocks[blkIndex]);
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}
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}
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}
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config.SetAccessibleBufferMasks(sbUseMask, ubeUseMask);
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config.SetAccessibleBufferMasks(sbUseMask, ubeUseMask);
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@ -281,6 +287,75 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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return modified;
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return modified;
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}
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}
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private static void EliminateMultiplyByFragmentCoordW(BasicBlock block)
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{
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foreach (INode node in block.Operations)
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{
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if (node is Operation operation)
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{
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EliminateMultiplyByFragmentCoordW(operation);
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}
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}
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}
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private static void EliminateMultiplyByFragmentCoordW(Operation operation)
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{
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// We're looking for the pattern:
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// y = x * gl_FragCoord.w
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// v = y * (1.0 / gl_FragCoord.w)
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// Then we transform it into:
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// v = x
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// This pattern is common on fragment shaders due to the way how perspective correction is done.
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// We are expecting a multiplication by the reciprocal of gl_FragCoord.w.
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if (operation.Inst != (Instruction.FP32 | Instruction.Multiply))
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{
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return;
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}
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Operand lhs = operation.GetSource(0);
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Operand rhs = operation.GetSource(1);
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// Check LHS of the the main multiplication operation. We expect an input being multiplied by gl_FragCoord.w.
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if (!(lhs.AsgOp is Operation attrMulOp) || attrMulOp.Inst != (Instruction.FP32 | Instruction.Multiply))
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{
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return;
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}
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Operand attrMulLhs = attrMulOp.GetSource(0);
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Operand attrMulRhs = attrMulOp.GetSource(1);
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// LHS should be any input, RHS should be exactly gl_FragCoord.w.
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if (!Utils.IsInputLoad(attrMulLhs.AsgOp) || !Utils.IsInputLoad(attrMulRhs.AsgOp, IoVariable.FragmentCoord, 3))
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{
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return;
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}
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// RHS of the main multiplication should be a reciprocal operation (1.0 / x).
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if (!(rhs.AsgOp is Operation reciprocalOp) || reciprocalOp.Inst != (Instruction.FP32 | Instruction.Divide))
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{
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return;
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}
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Operand reciprocalLhs = reciprocalOp.GetSource(0);
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Operand reciprocalRhs = reciprocalOp.GetSource(1);
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// Check if the divisor is a constant equal to 1.0.
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if (reciprocalLhs.Type != OperandType.Constant || reciprocalLhs.AsFloat() != 1.0f)
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{
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return;
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}
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// Check if the dividend is gl_FragCoord.w.
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if (!Utils.IsInputLoad(reciprocalRhs.AsgOp, IoVariable.FragmentCoord, 3))
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{
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return;
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}
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// If everything matches, we can replace the operation with the input load result.
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operation.TurnIntoCopy(attrMulLhs);
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}
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private static void RemoveNode(BasicBlock block, LinkedListNode<INode> llNode)
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private static void RemoveNode(BasicBlock block, LinkedListNode<INode> llNode)
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{
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{
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// Remove a node from the nodes list, and also remove itself
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// Remove a node from the nodes list, and also remove itself
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@ -4,6 +4,35 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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{
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static class Utils
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static class Utils
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{
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{
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public static bool IsInputLoad(INode node)
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{
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return (node is Operation operation) &&
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operation.Inst == Instruction.Load &&
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operation.StorageKind == StorageKind.Input;
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}
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public static bool IsInputLoad(INode node, IoVariable ioVariable, int elemIndex)
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{
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if (!(node is Operation operation) ||
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operation.Inst != Instruction.Load ||
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operation.StorageKind != StorageKind.Input ||
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operation.SourcesCount != 2)
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{
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return false;
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}
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Operand ioVariableSrc = operation.GetSource(0);
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if (ioVariableSrc.Type != OperandType.Constant || (IoVariable)ioVariableSrc.Value != ioVariable)
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{
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return false;
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}
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Operand elemIndexSrc = operation.GetSource(1);
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return elemIndexSrc.Type == OperandType.Constant && elemIndexSrc.Value == elemIndex;
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}
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private static Operation FindBranchSource(BasicBlock block)
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private static Operation FindBranchSource(BasicBlock block)
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{
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{
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foreach (BasicBlock sourceBlock in block.Predecessors)
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foreach (BasicBlock sourceBlock in block.Predecessors)
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