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
This commit is contained in:
gdkchan 2023-06-08 17:09:14 -03:00 committed by GitHub
parent 5813b2e354
commit fe30c03cac
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12 changed files with 222 additions and 4 deletions

View file

@ -0,0 +1,70 @@
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
static class DoubleToFloat
{
public static void RunPass(HelperFunctionManager hfm, BasicBlock block)
{
for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
{
if (node.Value is not Operation operation)
{
continue;
}
node = InsertSoftFloat64(hfm, node);
}
}
private static LinkedListNode<INode> InsertSoftFloat64(HelperFunctionManager hfm, LinkedListNode<INode> node)
{
Operation operation = (Operation)node.Value;
if (operation.Inst == Instruction.PackDouble2x32)
{
int functionId = hfm.GetOrCreateFunctionId(HelperFunctionName.ConvertDoubleToFloat);
Operand[] callArgs = new Operand[] { Const(functionId), operation.GetSource(0), operation.GetSource(1) };
Operand floatValue = operation.Dest;
operation.Dest = null;
LinkedListNode<INode> newNode = node.List.AddBefore(node, new Operation(Instruction.Call, 0, floatValue, callArgs));
Utils.DeleteNode(node, operation);
return newNode;
}
else if (operation.Inst == Instruction.UnpackDouble2x32)
{
int functionId = hfm.GetOrCreateFunctionId(HelperFunctionName.ConvertFloatToDouble);
// TODO: Allow UnpackDouble2x32 to produce two outputs and get rid of "operation.Index".
Operand resultLow = operation.Index == 0 ? operation.Dest : Local();
Operand resultHigh = operation.Index == 1 ? operation.Dest : Local();
operation.Dest = null;
Operand[] callArgs = new Operand[] { Const(functionId), operation.GetSource(0), resultLow, resultHigh };
LinkedListNode<INode> newNode = node.List.AddBefore(node, new Operation(Instruction.Call, 0, (Operand)null, callArgs));
Utils.DeleteNode(node, operation);
return newNode;
}
else
{
operation.TurnDoubleIntoFloat();
return node;
}
}
}
}

View file

@ -11,8 +11,12 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
RunOptimizationPasses(blocks, config);
// TODO: Some of those are not optimizations and shouldn't be here.
GlobalToStorage.RunPass(hfm, blocks, config);
bool hostSupportsShaderFloat64 = config.GpuAccessor.QueryHostSupportsShaderFloat64();
// Those passes are looking for specific patterns and only needs to run once.
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
{
@ -24,6 +28,12 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
EliminateMultiplyByFragmentCoordW(blocks[blkIndex]);
}
// If the host does not support double operations, we need to turn them into float operations.
if (!hostSupportsShaderFloat64)
{
DoubleToFloat.RunPass(hfm, blocks[blkIndex]);
}
}
// Run optimizations one last time to remove any code that is now optimizable after above passes.