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[spirv] nuke spirv-opt (#3877)
lots of AGILEism in spirv-opt theres BETTER alternatives like https://github.com/renderbag/re-spirv (im not gonna bother for now, it probably has shitty build system) it sucks the IR already resolves most of the shader code to just constant load/stores Spirv-opt passes do not seem to make such a big difference only introduce extra latency like for example cbuf pass in IR already removes a lot of code, that spirv_opt would otherwise miss due to the fact it doesn't have cbuf information Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3877 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: crueter <crueter@eden-emu.dev>
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19 changed files with 14 additions and 431 deletions
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@ -243,7 +243,7 @@ add_library(shader_recompiler STATIC
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)
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target_link_libraries(shader_recompiler PUBLIC common fmt::fmt sirit::sirit SPIRV-Tools::SPIRV-Tools)
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target_link_libraries(shader_recompiler PUBLIC common fmt::fmt sirit::sirit)
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if (MSVC)
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target_compile_options(shader_recompiler PRIVATE
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@ -1,4 +1,4 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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@ -9,7 +9,6 @@
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#include <type_traits>
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#include <utility>
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#include <vector>
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#include <spirv-tools/optimizer.hpp>
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#include "common/settings.h"
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#include "shader_recompiler/backend/spirv/emit_spirv.h"
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@ -22,15 +21,7 @@ namespace Shader::Backend::SPIRV {
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namespace {
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template <class Func>
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struct FuncTraits {};
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thread_local std::unique_ptr<spvtools::Optimizer> thread_optimizer;
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spvtools::Optimizer& GetThreadOptimizer() {
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if (!thread_optimizer) {
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thread_optimizer = std::make_unique<spvtools::Optimizer>(SPV_ENV_VULKAN_1_3);
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thread_optimizer->RegisterPerformancePasses();
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}
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return *thread_optimizer;
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}
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template <class ReturnType_, class... Args>
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struct FuncTraits<ReturnType_ (*)(Args...)> {
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using ReturnType = ReturnType_;
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@ -501,8 +492,7 @@ void PatchPhiNodes(IR::Program& program, EmitContext& ctx) {
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}
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} // Anonymous namespace
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std::vector<u32> EmitSPIRV(const Profile& profile, const RuntimeInfo& runtime_info,
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IR::Program& program, Bindings& bindings, bool optimize) {
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std::vector<u32> EmitSPIRV(const Profile& profile, const RuntimeInfo& runtime_info, IR::Program& program, Bindings& bindings) {
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EmitContext ctx{profile, runtime_info, program, bindings};
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const Id main{DefineMain(ctx, program)};
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DefineEntryPoint(program, ctx, main);
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@ -514,29 +504,7 @@ std::vector<u32> EmitSPIRV(const Profile& profile, const RuntimeInfo& runtime_in
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SetupCapabilities(profile, program.info, ctx);
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SetupTransformFeedbackCapabilities(ctx, main);
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PatchPhiNodes(program, ctx);
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if (!optimize) {
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return ctx.Assemble();
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} else {
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std::vector<u32> spirv = ctx.Assemble();
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// Use thread-local optimizer instead of creating a new one
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auto& spv_opt = GetThreadOptimizer();
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spv_opt.SetMessageConsumer([](spv_message_level_t, const char*, const spv_position_t&, const char* m) {
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LOG_ERROR(HW_GPU, "spirv-opt: {}", m);
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});
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spvtools::OptimizerOptions opt_options;
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opt_options.set_run_validator(false);
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std::vector<u32> result;
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if (!spv_opt.Run(spirv.data(), spirv.size(), &result, opt_options)) {
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LOG_ERROR(HW_GPU,
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"Failed to optimize SPIRV shader output, continuing without optimization");
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result = std::move(spirv);
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}
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return result;
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}
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return ctx.Assemble();
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}
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Id EmitPhi(EmitContext& ctx, IR::Inst* inst) {
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@ -1,4 +1,4 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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@ -33,13 +33,10 @@ constexpr u32 RESCALING_LAYOUT_WORDS_OFFSET = offsetof(RescalingLayout, rescalin
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constexpr u32 RESCALING_LAYOUT_DOWN_FACTOR_OFFSET = offsetof(RescalingLayout, down_factor);
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constexpr u32 RENDERAREA_LAYOUT_OFFSET = offsetof(RenderAreaLayout, render_area);
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[[nodiscard]] std::vector<u32> EmitSPIRV(const Profile& profile, const RuntimeInfo& runtime_info,
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IR::Program& program, Bindings& bindings, bool optimize);
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[[nodiscard]] inline std::vector<u32> EmitSPIRV(const Profile& profile, IR::Program& program,
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bool optimize) {
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[[nodiscard]] std::vector<u32> EmitSPIRV(const Profile& profile, const RuntimeInfo& runtime_info, IR::Program& program, Bindings& bindings);
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[[nodiscard]] inline std::vector<u32> EmitSPIRV(const Profile& profile, IR::Program& program) {
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Bindings binding;
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return EmitSPIRV(profile, {}, program, binding, optimize);
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return EmitSPIRV(profile, {}, program, binding);
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}
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} // namespace Shader::Backend::SPIRV
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