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https://github.com/KytyPS5/KytyPS5.git
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UFC 5 in-game (#883)
* shader: release descriptor dependencies * shader: simplify shared-exit control flow * shader: fix scalar memory loads * shader: fix LDS counter bounds * renderer: skip inactive pixel shaders * shader: respect FP32 mode in comparisons * renderer: fix sampler border colors * shader: resolve descriptors from control flow * shader: resolve descriptors before resource planning * shader: handle scalar guards for image bounds * shader: handle reduced guards for image loops * shader: fix wave guards and material indices * shader: preserve scalar buffer offset alignment and carry * shader: prove masked loop bounds across iteration transitions * shader: preserve source and IR before resource tracking failures * shader: track material keys selected from active lanes * shader: remove obsolete post-dominator analysis * shader: follow bounds guards through control-flow joins
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@@ -29,7 +29,6 @@
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#include <span>
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#include <spirv-tools/libspirv.hpp>
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#include <string_view>
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#include <tuple>
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#include <utility>
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#include <vector>
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#include <xxhash.h>
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@@ -116,33 +115,22 @@ void DumpShaderSpirv(const char* stage_name, uint64_t shader_hash,
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}
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void DumpShaderOriginal(const char* stage_name, uint64_t shader_hash,
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std::span<const uint32_t> code, const std::string& decoded_dump) {
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std::span<const uint32_t> code) {
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if (!Config::GraphicsDebugDumpEnabled()) {
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return;
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}
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EXIT_IF(code.empty());
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static std::atomic_int id = 0;
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const auto base = Config::GetShaderLogFolder() / "original" /
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fmt::format("{:04d}_new_shader_{}_{:016x}", id++, stage_name, shader_hash);
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Common::File::CreateDirectories(base.parent_path());
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for (const auto& [suffix, data, size]: {
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std::tuple {".bin", static_cast<const void*>(code.data()), code.size_bytes()},
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std::tuple {".rdna2", static_cast<const void*>(decoded_dump.data()),
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decoded_dump.size()},
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}) {
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if (size == 0) {
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continue;
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}
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auto path = base;
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path += suffix;
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Common::File file(path);
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if (file.IsInvalid()) {
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const auto path_text = Common::PathToString(path);
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LOGF_COLOR(Log::Color::BrightRed, "Can't create file: %s\n", path_text.c_str());
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} else {
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file.Write(data, size);
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}
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const auto path = Config::GetShaderLogFolder() / "original" /
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fmt::format("{:04d}_new_shader_{}_{:016x}.bin", id++, stage_name, shader_hash);
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Common::File::CreateDirectories(path.parent_path());
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Common::File file(path);
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if (file.IsInvalid()) {
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const auto path_text = Common::PathToString(path);
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LOGF_COLOR(Log::Color::BrightRed, "Can't create file: %s\n", path_text.c_str());
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return;
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}
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file.Write(code.data(), code.size_bytes());
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}
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bool ValidateShaderSpirv(const char* label, uint64_t shader_hash,
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@@ -225,25 +213,13 @@ struct PipelineCache::ProgramCache {
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static constexpr std::size_t MaxStaticKeyWords = 13 + ShaderVertexInputInfo::RES_MAX * 13;
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Permutation CompilePermutation(const ShaderParams& params,
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Permutation CompilePermutation(const char* stage_name,
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const ShaderRecompiler::CompileOptions& options,
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ShaderRecompiler::TranslateResult translated,
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ShaderRecompiler::IR::ResourceSpecialization specialization,
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uint32_t push_data_start_dword) {
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const char* stage_name = nullptr;
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switch (options.stage) {
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case ShaderType::Vertex: stage_name = "vs"; break;
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case ShaderType::Mesh: stage_name = "ms"; break;
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case ShaderType::Local: stage_name = "ls"; break;
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case ShaderType::TessellationControl: stage_name = "hs"; break;
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case ShaderType::TessellationEvaluation: stage_name = "ds"; break;
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case ShaderType::Pixel: stage_name = "ps"; break;
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case ShaderType::Compute: stage_name = "cs"; break;
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default: EXIT("invalid pipeline shader stage\n");
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}
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auto result = ShaderRecompiler::CompileProgram(std::move(translated), options,
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specialization, push_data_start_dword);
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DumpShaderOriginal(stage_name, options.shader_hash, params.code, result.decoded_dump);
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if (!ValidateShaderSpirv(options.dump_label, options.shader_hash, result.spirv)) {
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DumpShaderSpirv(stage_name, options.shader_hash, result.spirv);
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EXIT("%s failed hash=0x%016" PRIx64 ": SPIR-V validation failed\n", options.dump_label,
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@@ -321,14 +297,15 @@ struct PipelineCache::ProgramCache {
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stage_input.compute = &input_info;
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}
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const char* label = nullptr;
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const char* stage_name = nullptr;
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switch (stage) {
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case ShaderType::Vertex: label = "ShaderRecompiler VS"; break;
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case ShaderType::Mesh: label = "ShaderRecompiler MS"; break;
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case ShaderType::Local: label = "ShaderRecompiler LS"; break;
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case ShaderType::TessellationControl: label = "ShaderRecompiler HS"; break;
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case ShaderType::TessellationEvaluation: label = "ShaderRecompiler DS"; break;
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case ShaderType::Pixel: label = "ShaderRecompiler PS"; break;
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case ShaderType::Compute: label = "ShaderRecompiler CS"; break;
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case ShaderType::Vertex: label = "ShaderRecompiler VS"; stage_name = "vs"; break;
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case ShaderType::Mesh: label = "ShaderRecompiler MS"; stage_name = "ms"; break;
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case ShaderType::Local: label = "ShaderRecompiler LS"; stage_name = "ls"; break;
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case ShaderType::TessellationControl: label = "ShaderRecompiler HS"; stage_name = "hs"; break;
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case ShaderType::TessellationEvaluation: label = "ShaderRecompiler DS"; stage_name = "ds"; break;
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case ShaderType::Pixel: label = "ShaderRecompiler PS"; stage_name = "ps"; break;
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case ShaderType::Compute: label = "ShaderRecompiler CS"; stage_name = "cs"; break;
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default: EXIT("invalid pipeline shader stage\n");
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}
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ShaderRecompiler::CompileOptions options;
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@@ -351,6 +328,7 @@ struct PipelineCache::ProgramCache {
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} else {
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options.wave_size = input_info.wave_size;
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}
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DumpShaderOriginal(stage_name, options.shader_hash, params.code);
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auto translated = ShaderRecompiler::TranslateProgram(params.code, options);
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if (translated.skip_dispatch) {
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entry = programs.try_emplace(lookup_key, ShaderRecompiler::IR::ResourcePlan {}).first;
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@@ -365,7 +343,7 @@ struct PipelineCache::ProgramCache {
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entry->second.specialization));
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}
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entry->second.permutations.push_back(CompilePermutation(
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params, options, std::move(translated), entry->second.specialization, push_data_cursor));
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stage_name, options, std::move(translated), entry->second.specialization, push_data_cursor));
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const auto& permutation = entry->second.permutations.back();
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input_info.stage = {.program = &permutation.program, .resources = &entry->second.resources};
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permutation.program.bindings.AdvancePushData(push_data_cursor);
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