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