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Force reciprocal operation with value biased by constant to be precise on macOS (#5110)
* Force operations to be precise in some cases on SPIR-V * Make it a bit more strict, add comments * Shader cache version bump
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e6658c133c
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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 FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 5102;
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private const uint CodeGenVersion = 5110;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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@ -2245,7 +2245,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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var result = emitF(context.TypeFP64(), context.GetFP64(src1), context.GetFP64(src2));
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision())
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision() || operation.ForcePrecise)
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{
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context.Decorate(result, Decoration.NoContraction);
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}
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@ -2256,7 +2256,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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var result = emitF(context.TypeFP32(), context.GetFP32(src1), context.GetFP32(src2));
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision())
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision() || operation.ForcePrecise)
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{
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context.Decorate(result, Decoration.NoContraction);
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}
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@ -2316,7 +2316,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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var result = emitF(context.TypeFP64(), context.GetFP64(src1), context.GetFP64(src2), context.GetFP64(src3));
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision())
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision() || operation.ForcePrecise)
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{
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context.Decorate(result, Decoration.NoContraction);
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}
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@ -2327,7 +2327,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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var result = emitF(context.TypeFP32(), context.GetFP32(src1), context.GetFP32(src2), context.GetFP32(src3));
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision())
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision() || operation.ForcePrecise)
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{
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context.Decorate(result, Decoration.NoContraction);
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}
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@ -8,6 +8,8 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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public Instruction Inst { get; private set; }
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public StorageKind StorageKind { get; }
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public bool ForcePrecise { get; set; }
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private Operand[] _dests;
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public Operand Dest
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@ -10,6 +10,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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public Instruction Inst { get; }
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public StorageKind StorageKind { get; }
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public bool ForcePrecise { get; }
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public int Index { get; }
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@ -17,10 +18,11 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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public int SourcesCount => _sources.Length;
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public AstOperation(Instruction inst, StorageKind storageKind, IAstNode[] sources, int sourcesCount)
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public AstOperation(Instruction inst, StorageKind storageKind, bool forcePrecise, IAstNode[] sources, int sourcesCount)
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{
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Inst = inst;
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StorageKind = storageKind;
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ForcePrecise = forcePrecise;
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_sources = sources;
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for (int index = 0; index < sources.Length; index++)
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@ -38,12 +40,18 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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Index = 0;
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}
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public AstOperation(Instruction inst, StorageKind storageKind, int index, IAstNode[] sources, int sourcesCount) : this(inst, storageKind, sources, sourcesCount)
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public AstOperation(
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Instruction inst,
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StorageKind storageKind,
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bool forcePrecise,
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int index,
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IAstNode[] sources,
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int sourcesCount) : this(inst, storageKind, forcePrecise, sources, sourcesCount)
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{
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Index = index;
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}
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public AstOperation(Instruction inst, params IAstNode[] sources) : this(inst, StorageKind.None, sources, sources.Length)
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public AstOperation(Instruction inst, params IAstNode[] sources) : this(inst, StorageKind.None, false, sources, sources.Length)
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{
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}
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@ -19,7 +19,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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int cbufSlot,
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int handle,
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int index,
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params IAstNode[] sources) : base(inst, StorageKind.None, index, sources, sources.Length)
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params IAstNode[] sources) : base(inst, StorageKind.None, false, index, sources, sources.Length)
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{
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Type = type;
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Format = format;
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@ -156,7 +156,13 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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}
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else
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{
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source = new AstOperation(inst, operation.StorageKind, operation.Index, sources, operation.SourcesCount);
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source = new AstOperation(
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inst,
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operation.StorageKind,
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operation.ForcePrecise,
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operation.Index,
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sources,
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operation.SourcesCount);
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}
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AggregateType destElemType = destType;
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@ -179,7 +185,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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dest.VarType = destElemType;
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context.AddNode(new AstAssignment(dest, new AstOperation(Instruction.VectorExtract, StorageKind.None, new[] { destVec, index }, 2)));
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context.AddNode(new AstAssignment(dest, new AstOperation(Instruction.VectorExtract, StorageKind.None, false, new[] { destVec, index }, 2)));
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}
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}
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else if (operation.Dest != null)
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@ -227,7 +233,13 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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}
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else if (!isCopy)
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{
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source = new AstOperation(inst, operation.StorageKind, operation.Index, sources, operation.SourcesCount);
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source = new AstOperation(
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inst,
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operation.StorageKind,
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operation.ForcePrecise,
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operation.Index,
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sources,
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operation.SourcesCount);
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}
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else
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{
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@ -248,7 +260,13 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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}
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else
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{
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context.AddNode(new AstOperation(inst, operation.StorageKind, operation.Index, sources, operation.SourcesCount));
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context.AddNode(new AstOperation(
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inst,
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operation.StorageKind,
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operation.ForcePrecise,
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operation.Index,
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sources,
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operation.SourcesCount));
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}
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// Those instructions needs to be emulated by using helper functions,
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@ -319,7 +319,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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new AstOperand(OperandType.Constant, elemIndex)
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};
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return new AstOperation(Instruction.Load, StorageKind.ConstantBuffer, sources, sources.Length);
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return new AstOperation(Instruction.Load, StorageKind.ConstantBuffer, false, sources, sources.Length);
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}
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return GetOperand(operand);
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@ -14,6 +14,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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public static void RunPass(HelperFunctionManager hfm, BasicBlock[] blocks, ShaderConfig config)
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{
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bool isVertexShader = config.Stage == ShaderStage.Vertex;
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bool isImpreciseFragmentShader = config.Stage == ShaderStage.Fragment && config.GpuAccessor.QueryHostReducedPrecision();
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bool hasConstantBufferDrawParameters = config.GpuAccessor.QueryHasConstantBufferDrawParameters();
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bool hasVectorIndexingBug = config.GpuAccessor.QueryHostHasVectorIndexingBug();
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bool supportsSnormBufferTextureFormat = config.GpuAccessor.QueryHostSupportsSnormBufferTextureFormat();
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@ -45,6 +46,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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}
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if (isImpreciseFragmentShader)
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{
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EnableForcePreciseIfNeeded(operation);
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}
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if (hasVectorIndexingBug)
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{
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InsertVectorComponentSelect(node, config);
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@ -81,6 +87,25 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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}
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private static void EnableForcePreciseIfNeeded(Operation operation)
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{
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// There are some cases where a small bias is added to values to prevent division by zero.
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// When operating with reduced precision, it is possible for this bias to get rounded to 0
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// and cause a division by zero.
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// To prevent that, we force those operations to be precise even if the host wants
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// imprecise operations for performance.
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if (operation.Inst == (Instruction.FP32 | Instruction.Divide) &&
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operation.GetSource(0).Type == OperandType.Constant &&
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operation.GetSource(0).AsFloat() == 1f &&
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operation.GetSource(1).AsgOp is Operation addOp &&
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addOp.Inst == (Instruction.FP32 | Instruction.Add) &&
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addOp.GetSource(1).Type == OperandType.Constant)
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{
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addOp.ForcePrecise = true;
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}
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}
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private static void InsertVectorComponentSelect(LinkedListNode<INode> node, ShaderConfig config)
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{
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Operation operation = (Operation)node.Value;
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