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authorGravatar Ameer J2023-11-17 22:29:12 -0500
committerGravatar Ameer J2023-11-17 22:29:12 -0500
commit9343b81afd5132aa41f50fe033faca4f9713b8cf (patch)
tree2d173ac3aa11d08da5bb13dde5d12688648867ce /src/shader_recompiler/ir_opt
parentMerge pull request #12053 from german77/no_functional (diff)
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shader_recompiler: add byteswap pattern workaround for Nvidia
Diffstat (limited to 'src/shader_recompiler/ir_opt')
-rw-r--r--src/shader_recompiler/ir_opt/passes.h1
-rw-r--r--src/shader_recompiler/ir_opt/vendor_workaround_pass.cpp79
2 files changed, 80 insertions, 0 deletions
diff --git a/src/shader_recompiler/ir_opt/passes.h b/src/shader_recompiler/ir_opt/passes.h
index 629d18fa1..d4d5285e5 100644
--- a/src/shader_recompiler/ir_opt/passes.h
+++ b/src/shader_recompiler/ir_opt/passes.h
@@ -26,6 +26,7 @@ void SsaRewritePass(IR::Program& program);
26void PositionPass(Environment& env, IR::Program& program); 26void PositionPass(Environment& env, IR::Program& program);
27void TexturePass(Environment& env, IR::Program& program, const HostTranslateInfo& host_info); 27void TexturePass(Environment& env, IR::Program& program, const HostTranslateInfo& host_info);
28void LayerPass(IR::Program& program, const HostTranslateInfo& host_info); 28void LayerPass(IR::Program& program, const HostTranslateInfo& host_info);
29void VendorWorkaroundPass(IR::Program& program);
29void VerificationPass(const IR::Program& program); 30void VerificationPass(const IR::Program& program);
30 31
31// Dual Vertex 32// Dual Vertex
diff --git a/src/shader_recompiler/ir_opt/vendor_workaround_pass.cpp b/src/shader_recompiler/ir_opt/vendor_workaround_pass.cpp
new file mode 100644
index 000000000..08c658cb8
--- /dev/null
+++ b/src/shader_recompiler/ir_opt/vendor_workaround_pass.cpp
@@ -0,0 +1,79 @@
1// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
2// SPDX-License-Identifier: GPL-2.0-or-later
3
4#include "shader_recompiler/frontend/ir/basic_block.h"
5#include "shader_recompiler/frontend/ir/ir_emitter.h"
6#include "shader_recompiler/frontend/ir/value.h"
7#include "shader_recompiler/ir_opt/passes.h"
8
9namespace Shader::Optimization {
10
11namespace {
12void AddingByteSwapsWorkaround(IR::Block& block, IR::Inst& inst) {
13 /*
14 * Workaround for an NVIDIA bug seen in Super Mario RPG
15 *
16 * We are looking for this pattern:
17 * %lhs_bfe = BitFieldUExtract %factor_a, #0, #16
18 * %lhs_mul = IMul32 %lhs_bfe, %factor_b // potentially optional?
19 * %lhs_shl = ShiftLeftLogical32 %lhs_mul, #16
20 * %rhs_bfe = BitFieldUExtract %factor_a, #16, #16
21 * %result = IAdd32 %lhs_shl, %rhs_bfe
22 *
23 * And replacing the IAdd32 with a BitwiseOr32
24 * %result = BitwiseOr32 %lhs_shl, %rhs_bfe
25 *
26 */
27 IR::Inst* const lhs_shl{inst.Arg(0).TryInstRecursive()};
28 IR::Inst* const rhs_bfe{inst.Arg(1).TryInstRecursive()};
29 if (!lhs_shl || !rhs_bfe) {
30 return;
31 }
32 if (lhs_shl->GetOpcode() != IR::Opcode::ShiftLeftLogical32 ||
33 lhs_shl->Arg(1) != IR::Value{16U}) {
34 return;
35 }
36 if (rhs_bfe->GetOpcode() != IR::Opcode::BitFieldUExtract || rhs_bfe->Arg(1) != IR::Value{16U} ||
37 rhs_bfe->Arg(2) != IR::Value{16U}) {
38 return;
39 }
40 IR::Inst* const lhs_mul{lhs_shl->Arg(0).TryInstRecursive()};
41 if (!lhs_mul) {
42 return;
43 }
44 const bool lhs_mul_optional{lhs_mul->GetOpcode() == IR::Opcode::BitFieldUExtract};
45 if (lhs_mul->GetOpcode() != IR::Opcode::IMul32 &&
46 lhs_mul->GetOpcode() != IR::Opcode::BitFieldUExtract) {
47 return;
48 }
49 IR::Inst* const lhs_bfe{lhs_mul_optional ? lhs_mul : lhs_mul->Arg(0).TryInstRecursive()};
50 if (!lhs_bfe) {
51 return;
52 }
53 if (lhs_bfe->GetOpcode() != IR::Opcode::BitFieldUExtract) {
54 return;
55 }
56 if (lhs_bfe->Arg(1) != IR::Value{0U} || lhs_bfe->Arg(2) != IR::Value{16U}) {
57 return;
58 }
59 IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
60 inst.ReplaceUsesWith(ir.BitwiseOr(IR::U32{inst.Arg(0)}, IR::U32{inst.Arg(1)}));
61}
62
63} // Anonymous namespace
64
65void VendorWorkaroundPass(IR::Program& program) {
66 for (IR::Block* const block : program.post_order_blocks) {
67 for (IR::Inst& inst : block->Instructions()) {
68 switch (inst.GetOpcode()) {
69 case IR::Opcode::IAdd32:
70 AddingByteSwapsWorkaround(*block, inst);
71 break;
72 default:
73 break;
74 }
75 }
76 }
77}
78
79} // namespace Shader::Optimization