shadPS4/src/shader_recompiler/specialization.h
2024-12-05 20:27:15 -08:00

177 lines
6.1 KiB
C++

// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <bitset>
#include "common/types.h"
#include "frontend/fetch_shader.h"
#include "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/info.h"
#include "shader_recompiler/ir/passes/srt.h"
namespace Shader {
struct VsAttribSpecialization {
AmdGpu::NumberClass num_class{};
auto operator<=>(const VsAttribSpecialization&) const = default;
};
struct BufferSpecialization {
u16 stride : 14;
u16 is_storage : 1;
auto operator<=>(const BufferSpecialization&) const = default;
};
struct TextureBufferSpecialization {
bool is_integer = false;
auto operator<=>(const TextureBufferSpecialization&) const = default;
};
struct ImageSpecialization {
AmdGpu::ImageType type = AmdGpu::ImageType::Color2D;
bool is_integer = false;
auto operator<=>(const ImageSpecialization&) const = default;
};
struct FMaskSpecialization {
u32 width;
u32 height;
auto operator<=>(const FMaskSpecialization&) const = default;
};
/**
* Alongside runtime information, this structure also checks bound resources
* for compatibility. Can be used as a key for storing shader permutations.
* Is separate from runtime information, because resource layout can only be deduced
* after the first compilation of a module.
*/
struct StageSpecialization {
static constexpr size_t MaxStageResources = 64;
const Shader::Info* info;
RuntimeInfo runtime_info;
std::optional<Gcn::FetchShaderData> fetch_shader_data{};
boost::container::small_vector<VsAttribSpecialization, 32> vs_attribs;
std::bitset<MaxStageResources> bitset{};
boost::container::small_vector<BufferSpecialization, 16> buffers;
boost::container::small_vector<TextureBufferSpecialization, 8> tex_buffers;
boost::container::small_vector<ImageSpecialization, 16> images;
boost::container::small_vector<FMaskSpecialization, 8> fmasks;
Backend::Bindings start{};
explicit StageSpecialization(const Info& info_, RuntimeInfo runtime_info_,
const Profile& profile_, Backend::Bindings start_)
: info{&info_}, runtime_info{runtime_info_}, start{start_} {
fetch_shader_data = Gcn::ParseFetchShader(info_);
if (info_.stage == Stage::Vertex && fetch_shader_data &&
!profile_.support_legacy_vertex_attributes) {
// Specialize shader on VS input number types to follow spec.
ForEachSharp(vs_attribs, fetch_shader_data->attributes,
[](auto& spec, const auto& desc, AmdGpu::Buffer sharp) {
spec.num_class = AmdGpu::GetNumberClass(sharp.GetNumberFmt());
});
}
u32 binding{};
if (info->has_readconst) {
binding++;
}
ForEachSharp(binding, buffers, info->buffers,
[](auto& spec, const auto& desc, AmdGpu::Buffer sharp) {
spec.stride = sharp.GetStride();
spec.is_storage = desc.IsStorage(sharp);
});
ForEachSharp(binding, tex_buffers, info->texture_buffers,
[](auto& spec, const auto& desc, AmdGpu::Buffer sharp) {
spec.is_integer = AmdGpu::IsInteger(sharp.GetNumberFmt());
});
ForEachSharp(binding, images, info->images,
[](auto& spec, const auto& desc, AmdGpu::Image sharp) {
spec.type = sharp.GetBoundType();
spec.is_integer = AmdGpu::IsInteger(sharp.GetNumberFmt());
});
ForEachSharp(binding, fmasks, info->fmasks,
[](auto& spec, const auto& desc, AmdGpu::Image sharp) {
spec.width = sharp.width;
spec.height = sharp.height;
});
}
void ForEachSharp(auto& spec_list, auto& desc_list, auto&& func) {
for (const auto& desc : desc_list) {
auto& spec = spec_list.emplace_back();
const auto sharp = desc.GetSharp(*info);
if (!sharp) {
continue;
}
func(spec, desc, sharp);
}
}
void ForEachSharp(u32& binding, auto& spec_list, auto& desc_list, auto&& func) {
for (const auto& desc : desc_list) {
auto& spec = spec_list.emplace_back();
const auto sharp = desc.GetSharp(*info);
if (!sharp) {
binding++;
continue;
}
bitset.set(binding++);
func(spec, desc, sharp);
}
}
bool operator==(const StageSpecialization& other) const {
if (start != other.start) {
return false;
}
if (runtime_info != other.runtime_info) {
return false;
}
if (fetch_shader_data != other.fetch_shader_data) {
return false;
}
for (u32 i = 0; i < vs_attribs.size(); i++) {
if (vs_attribs[i] != other.vs_attribs[i]) {
return false;
}
}
u32 binding{};
if (info->has_readconst != other.info->has_readconst) {
return false;
}
if (info->has_readconst) {
binding++;
}
for (u32 i = 0; i < buffers.size(); i++) {
if (other.bitset[binding++] && buffers[i] != other.buffers[i]) {
return false;
}
}
for (u32 i = 0; i < tex_buffers.size(); i++) {
if (other.bitset[binding++] && tex_buffers[i] != other.tex_buffers[i]) {
return false;
}
}
for (u32 i = 0; i < images.size(); i++) {
if (other.bitset[binding++] && images[i] != other.images[i]) {
return false;
}
}
for (u32 i = 0; i < fmasks.size(); i++) {
if (other.bitset[binding++] && fmasks[i] != other.fmasks[i]) {
return false;
}
}
return true;
}
};
} // namespace Shader