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-rw-r--r--src/shader_recompiler/ir_opt/vendor_workaround_pass.cpp79
1 files changed, 79 insertions, 0 deletions
diff --git a/src/shader_recompiler/ir_opt/vendor_workaround_pass.cpp b/src/shader_recompiler/ir_opt/vendor_workaround_pass.cpp
new file mode 100644
index 000000000..08c658cb8
--- /dev/null
+++ b/src/shader_recompiler/ir_opt/vendor_workaround_pass.cpp
@@ -0,0 +1,79 @@
+// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "shader_recompiler/frontend/ir/basic_block.h"
+#include "shader_recompiler/frontend/ir/ir_emitter.h"
+#include "shader_recompiler/frontend/ir/value.h"
+#include "shader_recompiler/ir_opt/passes.h"
+
+namespace Shader::Optimization {
+
+namespace {
+void AddingByteSwapsWorkaround(IR::Block& block, IR::Inst& inst) {
+ /*
+ * Workaround for an NVIDIA bug seen in Super Mario RPG
+ *
+ * We are looking for this pattern:
+ * %lhs_bfe = BitFieldUExtract %factor_a, #0, #16
+ * %lhs_mul = IMul32 %lhs_bfe, %factor_b // potentially optional?
+ * %lhs_shl = ShiftLeftLogical32 %lhs_mul, #16
+ * %rhs_bfe = BitFieldUExtract %factor_a, #16, #16
+ * %result = IAdd32 %lhs_shl, %rhs_bfe
+ *
+ * And replacing the IAdd32 with a BitwiseOr32
+ * %result = BitwiseOr32 %lhs_shl, %rhs_bfe
+ *
+ */
+ IR::Inst* const lhs_shl{inst.Arg(0).TryInstRecursive()};
+ IR::Inst* const rhs_bfe{inst.Arg(1).TryInstRecursive()};
+ if (!lhs_shl || !rhs_bfe) {
+ return;
+ }
+ if (lhs_shl->GetOpcode() != IR::Opcode::ShiftLeftLogical32 ||
+ lhs_shl->Arg(1) != IR::Value{16U}) {
+ return;
+ }
+ if (rhs_bfe->GetOpcode() != IR::Opcode::BitFieldUExtract || rhs_bfe->Arg(1) != IR::Value{16U} ||
+ rhs_bfe->Arg(2) != IR::Value{16U}) {
+ return;
+ }
+ IR::Inst* const lhs_mul{lhs_shl->Arg(0).TryInstRecursive()};
+ if (!lhs_mul) {
+ return;
+ }
+ const bool lhs_mul_optional{lhs_mul->GetOpcode() == IR::Opcode::BitFieldUExtract};
+ if (lhs_mul->GetOpcode() != IR::Opcode::IMul32 &&
+ lhs_mul->GetOpcode() != IR::Opcode::BitFieldUExtract) {
+ return;
+ }
+ IR::Inst* const lhs_bfe{lhs_mul_optional ? lhs_mul : lhs_mul->Arg(0).TryInstRecursive()};
+ if (!lhs_bfe) {
+ return;
+ }
+ if (lhs_bfe->GetOpcode() != IR::Opcode::BitFieldUExtract) {
+ return;
+ }
+ if (lhs_bfe->Arg(1) != IR::Value{0U} || lhs_bfe->Arg(2) != IR::Value{16U}) {
+ return;
+ }
+ IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
+ inst.ReplaceUsesWith(ir.BitwiseOr(IR::U32{inst.Arg(0)}, IR::U32{inst.Arg(1)}));
+}
+
+} // Anonymous namespace
+
+void VendorWorkaroundPass(IR::Program& program) {
+ for (IR::Block* const block : program.post_order_blocks) {
+ for (IR::Inst& inst : block->Instructions()) {
+ switch (inst.GetOpcode()) {
+ case IR::Opcode::IAdd32:
+ AddingByteSwapsWorkaround(*block, inst);
+ break;
+ default:
+ break;
+ }
+ }
+ }
+}
+
+} // namespace Shader::Optimization