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https://github.com/KytyPS5/KytyPS5.git
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shader: execute PS5 BVH intersections and local FLAT stacks
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com> Co-authored-by: Mac <me@itsmemac.com> Co-authored-by: Senaxx <michelbeld@gmail.com> Co-authored-by: Jean-Philippe <github@meunier.jp>
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@@ -220,7 +220,6 @@ struct PipelineCache::ProgramCache {
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ShaderRecompiler::IR::ResourceSnapshot resources;
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ShaderRecompiler::IR::ResourceSpecialization specialization;
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std::vector<Permutation> permutations;
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bool skip_dispatch = false;
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};
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struct ProgramKeyHash {
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@@ -288,9 +287,6 @@ struct PipelineCache::ProgramCache {
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lookup_key.code_size = static_cast<uint32_t>(params.code.size());
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BuildStageStaticKey(input_info, lookup_key.static_state);
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auto entry = programs.find(lookup_key);
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if (entry != programs.end() && entry->second.skip_dispatch) {
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return {};
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}
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const ShaderRecompiler::IR::SrtRuntime runtime {
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.user_data = user_data,
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.shader_base = params.Base(),
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@@ -358,11 +354,6 @@ struct PipelineCache::ProgramCache {
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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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entry->second.skip_dispatch = true;
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return {};
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}
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if (entry == programs.end()) {
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entry = programs.try_emplace(lookup_key,
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ShaderRecompiler::IR::ExtractResourcePlan(translated.program)).first;
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@@ -256,10 +256,6 @@ void RenderExecutor::DispatchDirect(uint64_t submit_id, CommandBuffer& buffer,
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input_info.dispatch_thread_dimensions = use_thread_dimensions;
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const auto compute_program =
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m_context.GetPipelineCache().GetComputeProgram(cs_regs, sh_regs, input_info);
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if (!compute_program) {
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// Temporary until RT is implemented.
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return;
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}
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if (use_thread_dimensions) {
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input_info.dispatch_threads_num[0] = thread_group_x;
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input_info.dispatch_threads_num[1] = thread_group_y;
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@@ -417,10 +413,6 @@ void RenderExecutor::DispatchIndirect(uint64_t submit_id, CommandBuffer& buffer,
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ShaderComputeInputInfo input_info {};
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const auto compute_program = m_context.GetPipelineCache().GetComputeProgram(
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cs_regs, buffer.GetRegisters().GetShaderRegisters(), input_info);
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if (!compute_program) {
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// Temporary until RT is implemented.
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return;
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}
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buffer.EndRendering();
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auto& pipeline = m_context.GetPipelineCache().GetComputePipeline(input_info, compute_program);
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auto& bindings = m_compute_bindings;
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