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[video_core] Skip fragment shaders with known issues on non-NVIDIA drivers (#4503)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions). - [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md) - [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability. ------------------- Skip fragment shaders using a pattern that is not supported by non-NVIDIA drivers. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4503 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
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@@ -301,7 +301,7 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
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Optimization::GlobalMemoryToStorageBufferPass(program, normalized_host_info);
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Optimization::TexturePass(env, program, normalized_host_info);
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if (Settings::values.resolution_info.active || Settings::values.rescale_hack.GetValue()) {
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if (Settings::values.resolution_info.active) {
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Optimization::RescalingPass(program);
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}
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Optimization::DeadCodeEliminationPass(program);
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@@ -1,3 +1,6 @@
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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@@ -28,6 +31,7 @@ void TexturePass(Environment& env, IR::Program& program, const HostTranslateInfo
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void LayerPass(IR::Program& program, const HostTranslateInfo& host_info);
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void VendorWorkaroundPass(IR::Program& program);
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void VerificationPass(const IR::Program& program);
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bool HasBrokenPattern(const IR::Program& program);
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// Dual Vertex
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void VertexATransformPass(IR::Program& program);
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@@ -67,18 +67,11 @@ void VisitMark(IR::Block& block, IR::Inst& inst) {
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if (must_patch_outside) {
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const auto it{IR::Block::InstructionList::s_iterator_to(inst)};
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IR::IREmitter ir{block, it};
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if (Settings::values.rescale_hack.GetValue()) {
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const IR::F32 new_inst{&*block.PrependNewInst(it, inst)};
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const IR::F32 up_factor{ir.FPRecip(ir.ResolutionDownFactor())};
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const IR::Value converted{ir.FPMul(new_inst, up_factor)};
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inst.ReplaceUsesWith(converted);
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} else {
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IR::Inst* const new_inst{&*block.PrependNewInst(it, inst)};
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const IR::F32 new_bitcast{ir.ConvertUToF(32, 32, IR::Value{new_inst})};
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const IR::F32 up_factor{ir.FPRecip(ir.ResolutionDownFactor())};
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const IR::Value converted{ir.FPMul(new_bitcast, up_factor)};
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inst.ReplaceUsesWith(converted);
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}
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IR::Inst* const new_inst{&*block.PrependNewInst(it, inst)};
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const IR::F32 new_bitcast{ir.ConvertUToF(32, 32, IR::Value{new_inst})};
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const IR::F32 up_factor{ir.FPRecip(ir.ResolutionDownFactor())};
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const IR::Value converted{ir.FPMul(new_bitcast, up_factor)};
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inst.ReplaceUsesWith(converted);
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}
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break;
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}
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@@ -1,3 +1,6 @@
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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@@ -76,4 +79,44 @@ void VendorWorkaroundPass(IR::Program& program) {
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}
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}
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bool HasBrokenPattern(const IR::Program& program) {
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if (program.stage != Stage::Fragment) {
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return false;
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}
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for (const IR::Block* block : program.post_order_blocks) {
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for (const IR::Inst& inst : block->Instructions()) {
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switch (inst.GetOpcode()) {
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case IR::Opcode::ShuffleIndex:
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case IR::Opcode::ShuffleUp:
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case IR::Opcode::ShuffleDown:
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case IR::Opcode::ShuffleButterfly:
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break;
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default:
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continue;
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}
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const IR::Value shuffle_arg{inst.Arg(0)};
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if (shuffle_arg.IsImmediate()) {
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continue;
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}
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const IR::Inst* bitcast{shuffle_arg.InstRecursive()};
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if (!bitcast || bitcast->GetOpcode() != IR::Opcode::BitCastU32F32) {
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continue;
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}
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const IR::Value bitcast_arg{bitcast->Arg(0)};
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if (bitcast_arg.IsImmediate()) {
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continue;
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}
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const IR::Inst* attribute{bitcast_arg.InstRecursive()};
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if (!attribute || attribute->GetOpcode() != IR::Opcode::GetAttribute) {
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continue;
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}
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const IR::Attribute attr{attribute->Arg(0).Attribute()};
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if (attr == IR::Attribute::PositionX || attr == IR::Attribute::PositionY) {
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return true;
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}
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}
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}
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return false;
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}
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} // namespace Shader::Optimization
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