citra/src/shader_recompiler/ir_opt/collect_shader_info_pass.cpp

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2021-02-16 07:10:22 +00:00
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/shader_info.h"
namespace Shader::Optimization {
namespace {
void AddConstantBufferDescriptor(Info& info, u32 index) {
auto& descriptor{info.constant_buffers.at(index)};
if (descriptor) {
return;
}
descriptor = &info.constant_buffer_descriptors.emplace_back(Info::ConstantBufferDescriptor{
.index{index},
.count{1},
});
}
void Visit(Info& info, IR::Inst& inst) {
switch (inst.Opcode()) {
case IR::Opcode::WorkgroupId:
info.uses_workgroup_id = true;
break;
case IR::Opcode::LocalInvocationId:
info.uses_local_invocation_id = true;
break;
case IR::Opcode::FPAbs16:
case IR::Opcode::FPAdd16:
case IR::Opcode::FPCeil16:
case IR::Opcode::FPFloor16:
case IR::Opcode::FPFma16:
case IR::Opcode::FPMul16:
case IR::Opcode::FPNeg16:
case IR::Opcode::FPRoundEven16:
case IR::Opcode::FPSaturate16:
case IR::Opcode::FPTrunc16:
info.uses_fp16;
break;
case IR::Opcode::FPAbs64:
case IR::Opcode::FPAdd64:
case IR::Opcode::FPCeil64:
case IR::Opcode::FPFloor64:
case IR::Opcode::FPFma64:
case IR::Opcode::FPMax64:
case IR::Opcode::FPMin64:
case IR::Opcode::FPMul64:
case IR::Opcode::FPNeg64:
case IR::Opcode::FPRecip64:
case IR::Opcode::FPRecipSqrt64:
case IR::Opcode::FPRoundEven64:
case IR::Opcode::FPSaturate64:
case IR::Opcode::FPTrunc64:
info.uses_fp64 = true;
break;
case IR::Opcode::GetCbuf:
if (const IR::Value index{inst.Arg(0)}; index.IsImmediate()) {
AddConstantBufferDescriptor(info, index.U32());
} else {
throw NotImplementedException("Constant buffer with non-immediate index");
}
break;
default:
break;
}
}
} // Anonymous namespace
void CollectShaderInfoPass(IR::Program& program) {
Info& info{program.info};
for (IR::Function& function : program.functions) {
for (IR::Block* const block : function.post_order_blocks) {
for (IR::Inst& inst : block->Instructions()) {
Visit(info, inst);
}
}
}
}
} // namespace Shader::Optimization