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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.Translation.Transforms
{
class ForcePreciseEnable : ITransformPass
{
public static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures)
{
return stage == ShaderStage.Fragment && gpuAccessor.QueryHostReducedPrecision();
}
public static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node)
{
// There are some cases where a small bias is added to values to prevent division by zero.
// When operating with reduced precision, it is possible for this bias to get rounded to 0
// and cause a division by zero.
// To prevent that, we force those operations to be precise even if the host wants
// imprecise operations for performance.
Operation operation = (Operation)node.Value;
if (operation.Inst == (Instruction.FP32 | Instruction.Divide) &&
operation.GetSource(0).Type == OperandType.Constant &&
operation.GetSource(0).AsFloat() == 1f &&
operation.GetSource(1).AsgOp is Operation addOp &&
addOp.Inst == (Instruction.FP32 | Instruction.Add) &&
addOp.GetSource(1).Type == OperandType.Constant)
{
addOp.ForcePrecise = true;
}
return node;
}
}
}
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