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72 lines
2.3 KiB
C++
72 lines
2.3 KiB
C++
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/host_translate_info.h"
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#include "shader_recompiler/ir_opt/passes.h"
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namespace Shader::Optimization {
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namespace {
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constexpr int MAX_BALLOT_SEARCH_DEPTH = 8;
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bool DependsOnSubgroupBallot(const IR::Value& value, int depth) {
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if (depth > MAX_BALLOT_SEARCH_DEPTH || value.IsImmediate()) {
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return false;
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}
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IR::Inst* const producer{value.Inst()};
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if (producer->GetOpcode() == IR::Opcode::SubgroupBallot) {
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return true;
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}
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if (producer->GetOpcode() == IR::Opcode::Phi) {
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return false;
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}
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const size_t num_args{producer->NumArgs()};
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for (size_t index = 0; index < num_args; ++index) {
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if (DependsOnSubgroupBallot(producer->Arg(index), depth + 1)) {
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return true;
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}
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}
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return false;
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}
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void RewriteAtomic(IR::Block& block, IR::Inst& inst) {
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const auto insert_point{IR::Block::InstructionList::s_iterator_to(inst)};
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IR::IREmitter ir{block, insert_point};
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const IR::U32 amount{inst.Arg(2)};
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const IR::U32 primitive_id{ir.GetAttributeU32(IR::Attribute::PrimitiveId)};
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const IR::U1 reserves_slot{ir.INotEqual(amount, ir.Imm32(0u))};
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const IR::U32 slot_end{ir.IAdd(primitive_id, ir.Imm32(1u))};
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const IR::U32 high_water{IR::U32{ir.Select(reserves_slot, slot_end, ir.Imm32(0u))}};
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block.PrependNewInst(insert_point, IR::Opcode::StorageAtomicUMax32,
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{inst.Arg(0), inst.Arg(1), high_water});
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inst.ReplaceUsesWith(primitive_id);
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}
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} // Anonymous namespace
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void CompactionFallbackPass(IR::Program& program, const HostTranslateInfo& host_info) {
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if (program.stage != Stage::Geometry || host_info.support_subgroup_in_geometry_stage) {
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return;
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}
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for (IR::Block* const block : program.post_order_blocks) {
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for (IR::Inst& inst : block->Instructions()) {
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if (inst.GetOpcode() != IR::Opcode::StorageAtomicIAdd32) {
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continue;
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}
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if (!inst.HasUses()) {
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continue;
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}
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if (!DependsOnSubgroupBallot(inst.Arg(2), 0)) {
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continue;
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}
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RewriteAtomic(*block, inst);
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}
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}
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}
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} // namespace Shader::Optimization
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