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Implement soft float64 conversion on shaders when host has no support (#5159)
* Implement soft float64 conversion on shaders when host has no support * Shader cache version bump * Fix rebase error
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5813b2e354
commit
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12 changed files with 222 additions and 4 deletions
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@ -0,0 +1,70 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class DoubleToFloat
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{
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public static void RunPass(HelperFunctionManager hfm, BasicBlock block)
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{
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for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
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{
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if (node.Value is not Operation operation)
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{
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continue;
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}
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node = InsertSoftFloat64(hfm, node);
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}
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}
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private static LinkedListNode<INode> InsertSoftFloat64(HelperFunctionManager hfm, LinkedListNode<INode> node)
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{
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Operation operation = (Operation)node.Value;
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if (operation.Inst == Instruction.PackDouble2x32)
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{
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int functionId = hfm.GetOrCreateFunctionId(HelperFunctionName.ConvertDoubleToFloat);
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Operand[] callArgs = new Operand[] { Const(functionId), operation.GetSource(0), operation.GetSource(1) };
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Operand floatValue = operation.Dest;
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operation.Dest = null;
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LinkedListNode<INode> newNode = node.List.AddBefore(node, new Operation(Instruction.Call, 0, floatValue, callArgs));
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Utils.DeleteNode(node, operation);
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return newNode;
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}
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else if (operation.Inst == Instruction.UnpackDouble2x32)
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{
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int functionId = hfm.GetOrCreateFunctionId(HelperFunctionName.ConvertFloatToDouble);
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// TODO: Allow UnpackDouble2x32 to produce two outputs and get rid of "operation.Index".
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Operand resultLow = operation.Index == 0 ? operation.Dest : Local();
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Operand resultHigh = operation.Index == 1 ? operation.Dest : Local();
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operation.Dest = null;
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Operand[] callArgs = new Operand[] { Const(functionId), operation.GetSource(0), resultLow, resultHigh };
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LinkedListNode<INode> newNode = node.List.AddBefore(node, new Operation(Instruction.Call, 0, (Operand)null, callArgs));
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Utils.DeleteNode(node, operation);
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return newNode;
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}
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else
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{
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operation.TurnDoubleIntoFloat();
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return node;
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}
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}
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}
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}
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@ -11,8 +11,12 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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RunOptimizationPasses(blocks, config);
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// TODO: Some of those are not optimizations and shouldn't be here.
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GlobalToStorage.RunPass(hfm, blocks, config);
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bool hostSupportsShaderFloat64 = config.GpuAccessor.QueryHostSupportsShaderFloat64();
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// Those passes are looking for specific patterns and only needs to run once.
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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{
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@ -24,6 +28,12 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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EliminateMultiplyByFragmentCoordW(blocks[blkIndex]);
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}
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// If the host does not support double operations, we need to turn them into float operations.
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if (!hostSupportsShaderFloat64)
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{
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DoubleToFloat.RunPass(hfm, blocks[blkIndex]);
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}
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}
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// Run optimizations one last time to remove any code that is now optimizable after above passes.
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