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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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@@ -19,7 +19,6 @@
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#include <algorithm>
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#include <array>
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#include <atomic>
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#include <chrono>
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#include <fmt/format.h>
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#include <map>
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@@ -523,20 +522,6 @@ TranslateResult TranslateProgram(std::span<const uint32_t> code, const CompileOp
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GetDumpLabel(options), StageName(options.stage), options.shader_hash,
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static_cast<uint64_t>(decoded.instructions.size()), phase_ms());
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// Temporary workaround for games that compile ray-tracing shaders before
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// the player can select a mode without ray tracing.
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if (options.stage == ShaderType::Compute && decoded.has_bvh) {
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static std::atomic_flag warned = ATOMIC_FLAG_INIT;
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if (!warned.test_and_set(std::memory_order_relaxed)) {
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const auto& bvh = decoded.instructions.back();
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Log::WriteToConsoleAndLog(fmt::format(
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"Warning: ray tracing is not implemented; skipping compute dispatches containing "
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"BVH intersection instructions (shader=0x{:016x}, pc=0x{:08x}, opcode=0x{:02x}).\n",
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options.shader_hash, bvh.pc, bvh.opcode_id));
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}
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return {.skip_dispatch = true};
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}
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std::string decoded_dump;
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if (options.dump_ir) {
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decoded_dump = Decoder::ProgramToString(decoded);
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@@ -645,7 +630,6 @@ TranslateResult TranslateProgram(std::span<const uint32_t> code, const CompileOp
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CompileResult CompileProgram(TranslateResult translated, const CompileOptions& options,
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const IR::ResourceSpecialization& specialization,
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uint32_t push_data_start_dword) {
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EXIT_IF(translated.skip_dispatch);
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const auto emit_begin = std::chrono::steady_clock::now();
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auto& ir = translated.program;
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IR::ApplyResourceSpecialization(ir, specialization);
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