Shader_IR: Address Feedback
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@ -1,8 +1,9 @@
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// Copyright 2019 yuzu Emulator Project
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// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <climits>
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#include "video_core/guest_driver.h"
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@ -12,13 +13,13 @@ void GuestDriverProfile::DeduceTextureHandlerSize(std::vector<u32>&& bound_offse
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if (texture_handler_size_deduced) {
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return;
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}
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std::size_t size = bound_offsets.size();
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const std::size_t size = bound_offsets.size();
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if (size < 2) {
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return;
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}
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std::sort(bound_offsets.begin(), bound_offsets.end(),
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[](const u32& a, const u32& b) { return a < b; });
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u32 min_val = 0xFFFFFFFF; // set to highest possible 32 bit integer;
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u32 min_val = UINT_MAX;
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for (std::size_t i = 1; i < size; i++) {
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if (bound_offsets[i] == bound_offsets[i - 1]) {
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continue;
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@ -1,4 +1,4 @@
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// Copyright 2019 yuzu Emulator Project
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// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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@ -53,7 +53,6 @@ public:
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void InsertBindlessSampler(u32 buffer, u32 offset, Tegra::Engines::SamplerDescriptor sampler);
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/// Set the bound buffer for this locker.
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void SetBoundBuffer(u32 buffer);
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/// Checks keys and samplers against engine's current const buffers. Returns true if they are
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@ -315,11 +315,15 @@ u32 ShaderIR::DecodeInstr(NodeBlock& bb, u32 pc) {
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return pc + 1;
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}
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void ShaderIR::PostDecode() {
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// Deduce texture handler size if needed
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auto* gpu_driver = locker.AccessGuestDriverProfile();
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if (gpu_driver) {
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if (!gpu_driver->TextureHandlerSizeKnown() && used_samplers.size() > 1) {
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void DeduceTextureHandlerSize(VideoCore::GuestDriverProfile* gpu_driver,
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std::list<Sampler>& used_samplers) {
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if (gpu_driver == nullptr) {
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LOG_CRITICAL(HW_GPU, "GPU Driver profile has not been created yet");
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return;
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}
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if (gpu_driver->TextureHandlerSizeKnown() || used_samplers.size() <= 1) {
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return;
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}
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u32 count{};
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std::vector<u32> bound_offsets;
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for (const auto& sampler : used_samplers) {
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@ -333,7 +337,11 @@ void ShaderIR::PostDecode() {
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gpu_driver->DeduceTextureHandlerSize(std::move(bound_offsets));
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}
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}
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}
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void ShaderIR::PostDecode() {
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// Deduce texture handler size if needed
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auto* gpu_driver = locker.AccessGuestDriverProfile();
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DeduceTextureHandlerSize(gpu_driver, used_samplers);
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}
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} // namespace VideoCommon::Shader
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