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authorgdkchan <gab.dark.100@gmail.com>2023-08-13 22:26:42 -0300
committerGitHub <noreply@github.com>2023-08-13 22:26:42 -0300
commitb423197619dd8d9dda1c255a76105bf30e255dae (patch)
treee3898b3b1672f022b5de4522b51bd21583043996 /src/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs
parent8edfb2bc7b8507d0ef51f0544eb32a65f0bf54a1 (diff)
Delete ShaderConfig and organize shader resources/definitions better (#5509)1.1.985
* Move some properties out of ShaderConfig * Stop using ShaderConfig on backends * Replace ShaderConfig usages on Translator and passes * Move remaining properties out of ShaderConfig and delete ShaderConfig * Remove ResourceManager property from TranslatorContext * Move Rewriter passes to separate transform pass files * Fix TransformPasses.RunPass on cases where a node is removed * Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage * Reduce excessive parameter passing a bit by using structs more * Remove binding parameter from ShaderProperties methods since it is redundant * Replace decoder instruction checks with switch statement * Put GLSL on the same plan as SPIR-V for input/output declaration * Stop mutating TranslatorContext state when Translate is called * Pass most of the graphics state using a struct instead of individual query methods * Auto-format * Auto-format * Add backend logging interface * Auto-format * Remove unnecessary use of interpolated strings * Remove more modifications of AttributeUsage after decode * PR feedback * gl_Layer is not supported on compute
Diffstat (limited to 'src/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs')
-rw-r--r--src/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs26
1 files changed, 13 insertions, 13 deletions
diff --git a/src/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs
index e7805027..17427a5f 100644
--- a/src/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs
+++ b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/Optimizer.cs
@@ -7,40 +7,40 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
static class Optimizer
{
- public static void RunPass(HelperFunctionManager hfm, BasicBlock[] blocks, ShaderConfig config)
+ public static void RunPass(TransformContext context)
{
- RunOptimizationPasses(blocks, config);
+ RunOptimizationPasses(context.Blocks, context.ResourceManager);
// TODO: Some of those are not optimizations and shouldn't be here.
- GlobalToStorage.RunPass(hfm, blocks, config);
+ GlobalToStorage.RunPass(context.Hfm, context.Blocks, context.ResourceManager, context.GpuAccessor, context.TargetLanguage);
- bool hostSupportsShaderFloat64 = config.GpuAccessor.QueryHostSupportsShaderFloat64();
+ bool hostSupportsShaderFloat64 = context.GpuAccessor.QueryHostSupportsShaderFloat64();
// Those passes are looking for specific patterns and only needs to run once.
- for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
+ for (int blkIndex = 0; blkIndex < context.Blocks.Length; blkIndex++)
{
- BindlessToIndexed.RunPass(blocks[blkIndex], config);
- BindlessElimination.RunPass(blocks[blkIndex], config);
+ BindlessToIndexed.RunPass(context.Blocks[blkIndex], context.ResourceManager);
+ BindlessElimination.RunPass(context.Blocks[blkIndex], context.ResourceManager, context.GpuAccessor);
// FragmentCoord only exists on fragment shaders, so we don't need to check other stages.
- if (config.Stage == ShaderStage.Fragment)
+ if (context.Stage == ShaderStage.Fragment)
{
- EliminateMultiplyByFragmentCoordW(blocks[blkIndex]);
+ EliminateMultiplyByFragmentCoordW(context.Blocks[blkIndex]);
}
// If the host does not support double operations, we need to turn them into float operations.
if (!hostSupportsShaderFloat64)
{
- DoubleToFloat.RunPass(hfm, blocks[blkIndex]);
+ DoubleToFloat.RunPass(context.Hfm, context.Blocks[blkIndex]);
}
}
// Run optimizations one last time to remove any code that is now optimizable after above passes.
- RunOptimizationPasses(blocks, config);
+ RunOptimizationPasses(context.Blocks, context.ResourceManager);
}
- private static void RunOptimizationPasses(BasicBlock[] blocks, ShaderConfig config)
+ private static void RunOptimizationPasses(BasicBlock[] blocks, ResourceManager resourceManager)
{
bool modified;
@@ -79,7 +79,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
continue;
}
- ConstantFolding.RunPass(config, operation);
+ ConstantFolding.RunPass(resourceManager, operation);
Simplification.RunPass(operation);
if (DestIsLocalVar(operation))