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authorliamwhite <liamwhite@users.noreply.github.com>2023-11-19 15:49:45 +0100
committerGitHub <noreply@github.com>2023-11-19 15:49:45 +0100
commit445892079935d225be5eb08e326339c033c786a2 (patch)
tree50ffc802a6bf89877d7eb0b7b2970acaa1baa1fa /src/shader_recompiler
parentMerge pull request #12068 from ameerj/glasm-xfb-fixes (diff)
parentshader_recompiler: add byteswap pattern workaround for Nvidia (diff)
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Diffstat (limited to 'src/shader_recompiler')
-rw-r--r--src/shader_recompiler/CMakeLists.txt1
-rw-r--r--src/shader_recompiler/frontend/maxwell/translate_program.cpp1
-rw-r--r--src/shader_recompiler/ir_opt/passes.h1
-rw-r--r--src/shader_recompiler/ir_opt/vendor_workaround_pass.cpp79
4 files changed, 82 insertions, 0 deletions
diff --git a/src/shader_recompiler/CMakeLists.txt b/src/shader_recompiler/CMakeLists.txt
index 83b763447..19db17c6d 100644
--- a/src/shader_recompiler/CMakeLists.txt
+++ b/src/shader_recompiler/CMakeLists.txt
@@ -231,6 +231,7 @@ add_library(shader_recompiler STATIC
ir_opt/rescaling_pass.cpp
ir_opt/ssa_rewrite_pass.cpp
ir_opt/texture_pass.cpp
+ ir_opt/vendor_workaround_pass.cpp
ir_opt/verification_pass.cpp
object_pool.h
precompiled_headers.h
diff --git a/src/shader_recompiler/frontend/maxwell/translate_program.cpp b/src/shader_recompiler/frontend/maxwell/translate_program.cpp
index 928b35561..8fac6bad3 100644
--- a/src/shader_recompiler/frontend/maxwell/translate_program.cpp
+++ b/src/shader_recompiler/frontend/maxwell/translate_program.cpp
@@ -310,6 +310,7 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
}
Optimization::CollectShaderInfoPass(env, program);
Optimization::LayerPass(program, host_info);
+ Optimization::VendorWorkaroundPass(program);
CollectInterpolationInfo(env, program);
AddNVNStorageBuffers(program);
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);
void PositionPass(Environment& env, IR::Program& program);
void TexturePass(Environment& env, IR::Program& program, const HostTranslateInfo& host_info);
void LayerPass(IR::Program& program, const HostTranslateInfo& host_info);
+void VendorWorkaroundPass(IR::Program& program);
void VerificationPass(const IR::Program& program);
// 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 @@
+// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "shader_recompiler/frontend/ir/basic_block.h"
+#include "shader_recompiler/frontend/ir/ir_emitter.h"
+#include "shader_recompiler/frontend/ir/value.h"
+#include "shader_recompiler/ir_opt/passes.h"
+
+namespace Shader::Optimization {
+
+namespace {
+void AddingByteSwapsWorkaround(IR::Block& block, IR::Inst& inst) {
+ /*
+ * Workaround for an NVIDIA bug seen in Super Mario RPG
+ *
+ * We are looking for this pattern:
+ * %lhs_bfe = BitFieldUExtract %factor_a, #0, #16
+ * %lhs_mul = IMul32 %lhs_bfe, %factor_b // potentially optional?
+ * %lhs_shl = ShiftLeftLogical32 %lhs_mul, #16
+ * %rhs_bfe = BitFieldUExtract %factor_a, #16, #16
+ * %result = IAdd32 %lhs_shl, %rhs_bfe
+ *
+ * And replacing the IAdd32 with a BitwiseOr32
+ * %result = BitwiseOr32 %lhs_shl, %rhs_bfe
+ *
+ */
+ IR::Inst* const lhs_shl{inst.Arg(0).TryInstRecursive()};
+ IR::Inst* const rhs_bfe{inst.Arg(1).TryInstRecursive()};
+ if (!lhs_shl || !rhs_bfe) {
+ return;
+ }
+ if (lhs_shl->GetOpcode() != IR::Opcode::ShiftLeftLogical32 ||
+ lhs_shl->Arg(1) != IR::Value{16U}) {
+ return;
+ }
+ if (rhs_bfe->GetOpcode() != IR::Opcode::BitFieldUExtract || rhs_bfe->Arg(1) != IR::Value{16U} ||
+ rhs_bfe->Arg(2) != IR::Value{16U}) {
+ return;
+ }
+ IR::Inst* const lhs_mul{lhs_shl->Arg(0).TryInstRecursive()};
+ if (!lhs_mul) {
+ return;
+ }
+ const bool lhs_mul_optional{lhs_mul->GetOpcode() == IR::Opcode::BitFieldUExtract};
+ if (lhs_mul->GetOpcode() != IR::Opcode::IMul32 &&
+ lhs_mul->GetOpcode() != IR::Opcode::BitFieldUExtract) {
+ return;
+ }
+ IR::Inst* const lhs_bfe{lhs_mul_optional ? lhs_mul : lhs_mul->Arg(0).TryInstRecursive()};
+ if (!lhs_bfe) {
+ return;
+ }
+ if (lhs_bfe->GetOpcode() != IR::Opcode::BitFieldUExtract) {
+ return;
+ }
+ if (lhs_bfe->Arg(1) != IR::Value{0U} || lhs_bfe->Arg(2) != IR::Value{16U}) {
+ return;
+ }
+ IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
+ inst.ReplaceUsesWith(ir.BitwiseOr(IR::U32{inst.Arg(0)}, IR::U32{inst.Arg(1)}));
+}
+
+} // Anonymous namespace
+
+void VendorWorkaroundPass(IR::Program& program) {
+ for (IR::Block* const block : program.post_order_blocks) {
+ for (IR::Inst& inst : block->Instructions()) {
+ switch (inst.GetOpcode()) {
+ case IR::Opcode::IAdd32:
+ AddingByteSwapsWorkaround(*block, inst);
+ break;
+ default:
+ break;
+ }
+ }
+ }
+}
+
+} // namespace Shader::Optimization