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https://github.com/cemu-project/Cemu.git
synced 2024-11-22 17:19:18 +01:00
Remove shaderMulAccuracy "min" option
It's less accurate and it doesn't actually perform better on most hardware.
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parent
040cc27a40
commit
504e0488a8
@ -11,6 +11,7 @@
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#include "Cafe/GraphicPack/GraphicPack2.h"
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#include "util/helpers/StringParser.h"
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#include "config/ActiveSettings.h"
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#include "Cafe/GameProfile/GameProfile.h"
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#include "util/containers/flat_hash_map.hpp"
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#include <cinttypes>
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@ -686,6 +687,7 @@ void LatteShader_GetDecompilerOptions(LatteDecompilerOptions& options, LatteCons
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options.useTFViaSSBO = VulkanRenderer::GetInstance()->UseTFViaSSBO();
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options.spirvInstrinsics.hasRoundingModeRTEFloat32 = VulkanRenderer::GetInstance()->HasSPRIVRoundingModeRTE32();
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}
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options.strictMul = g_current_game_profile->GetAccurateShaderMul() != AccurateShaderMulOption::False;
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}
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LatteDecompilerShader* LatteShader_CompileSeparableVertexShader2(uint64 baseHash, uint64& vsAuxHash, uint8* vertexShaderPtr, uint32 vertexShaderSize, bool usesGeometryShader, LatteFetchShader* fetchShader)
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@ -255,6 +255,8 @@ struct LatteDecompilerOutputUniformOffsets
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struct LatteDecompilerOptions
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{
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bool usesGeometryShader{ false };
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// floating point math
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bool strictMul{}; // if true, 0*anything=0 rule is emulated
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// Vulkan-specific
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bool useTFViaSSBO{ false };
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struct
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@ -9,9 +9,6 @@
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#include "Cafe/HW/Latte/LegacyShaderDecompiler/LatteDecompilerInternal.h"
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#include "Cafe/HW/Latte/LegacyShaderDecompiler/LatteDecompilerInstructions.h"
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#include "Cafe/HW/Latte/Core/FetchShader.h"
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#include "Cafe/GameProfile/GameProfile.h"
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#include "Cafe/HW/Latte/Renderer/Renderer.h"
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#include "config/ActiveSettings.h"
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#include "util/helpers/StringBuf.h"
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@ -1122,7 +1119,7 @@ void _emitALUOP2InstructionCode(LatteDecompilerShaderContext* shaderContext, Lat
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{
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useDefaultMul = true;
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}
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if (g_current_game_profile->GetAccurateShaderMul() != AccurateShaderMulOption::False && useDefaultMul == false)
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if (shaderContext->options->strictMul && useDefaultMul == false)
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{
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src->add("mul_nonIEEE(");
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_emitOperandInputCode(shaderContext, aluInstruction, 0, LATTE_DECOMPILER_DTYPE_FLOAT);
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@ -1652,7 +1649,7 @@ void _emitALUOP3InstructionCode(LatteDecompilerShaderContext* shaderContext, Lat
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if (aluInstruction->opcode == ALU_OP3_INST_MULADD_IEEE)
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useDefaultMul = true;
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if (g_current_game_profile->GetAccurateShaderMul() != AccurateShaderMulOption::False && useDefaultMul == false)
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if (shaderContext->options->strictMul && useDefaultMul == false)
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{
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src->add("mul_nonIEEE(");
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_emitOperandInputCode(shaderContext, aluInstruction, 0, LATTE_DECOMPILER_DTYPE_FLOAT);
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@ -3843,8 +3840,6 @@ void LatteDecompiler_emitGLSLHelperFunctions(LatteDecompilerShaderContext* shade
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"v.z = -1.0;\r\n"
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"}\r\n"
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"return v;\r\n"
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"}\r\n");
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}
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@ -3860,7 +3855,7 @@ void LatteDecompiler_emitGLSLHelperFunctions(LatteDecompilerShaderContext* shade
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"return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));\r\n"
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"}\r\n");
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// mul non-ieee way (0*NaN/INF => 0.0)
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if (g_current_game_profile->GetAccurateShaderMul() == AccurateShaderMulOption::True)
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if (shaderContext->options->strictMul)
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{
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// things we tried:
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//fCStr_shaderSource->add("float mul_nonIEEE(float a, float b){ return mix(a*b,0.0,a==0.0||b==0.0); }" STR_LINEBREAK);
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@ -3868,17 +3863,14 @@ void LatteDecompiler_emitGLSLHelperFunctions(LatteDecompilerShaderContext* shade
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//fCStr_shaderSource->add("float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }" STR_LINEBREAK);
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//fCStr_shaderSource->add("float mul_nonIEEE(float a, float b){float r = a*b;r = intBitsToFloat(floatBitsToInt(r)&(((floatBitsToInt(a) != 0) && (floatBitsToInt(b) != 0))?0xFFFFFFFF:0));return r;}" STR_LINEBREAK); works
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// for "min" it used to be: float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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if( LatteGPUState.glVendor == GLVENDOR_NVIDIA && !ActiveSettings::DumpShadersEnabled())
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fCStr_shaderSource->add("float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}" _CRLF); // compiles faster on Nvidia and also results in lower RAM usage (OpenGL)
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else
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fCStr_shaderSource->add("float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }" _CRLF);
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// DXKV-like: fCStr_shaderSource->add("float mul_nonIEEE(float a, float b){ return (b==0.0 ? 0.0 : a) * (a==0.0 ? 0.0 : b); }" _CRLF);
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}
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else
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{
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fCStr_shaderSource->add("float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }" _CRLF);
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}
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}
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@ -115,11 +115,10 @@ ENABLE_ENUM_ITERATORS(PrecompiledShaderOption, PrecompiledShaderOption::Auto, Pr
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enum class AccurateShaderMulOption
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{
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False = 0, // ignore non-ieee MUL special cases
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True = 1, // fully emulate non-ieee MUL special cases
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Min = 2, // similar to true, but avoids conditionals (instead relies on min() and abs())
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False = 0, // always use standard multiplication
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True = 1 // fully emulate non-ieee MUL special cases (0*anything = 0)
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};
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ENABLE_ENUM_ITERATORS(AccurateShaderMulOption, AccurateShaderMulOption::False, AccurateShaderMulOption::Min);
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ENABLE_ENUM_ITERATORS(AccurateShaderMulOption, AccurateShaderMulOption::False, AccurateShaderMulOption::True);
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enum class CPUMode
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{
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@ -213,7 +212,6 @@ struct fmt::formatter<AccurateShaderMulOption> : formatter<string_view> {
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{
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case AccurateShaderMulOption::True: name = "true"; break;
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case AccurateShaderMulOption::False: name = "false"; break;
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case AccurateShaderMulOption::Min: name = "min"; break;
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default: name = "unknown"; break;
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}
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return formatter<string_view>::format(name, ctx);
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@ -118,7 +118,7 @@ GameProfileWindow::GameProfileWindow(wxWindow* parent, uint64_t title_id)
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first_row->Add(new wxStaticText(panel, wxID_ANY, _("Shader multiplication accuracy")), 0, wxALIGN_CENTER_VERTICAL | wxALL, 5);
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wxString mul_values[] = { _("false"), _("true"), _("minimal") };
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wxString mul_values[] = { _("false"), _("true")};
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m_shader_mul_accuracy = new wxChoice(panel, wxID_ANY, wxDefaultPosition, wxDefaultSize, (int)std::size(mul_values), mul_values);
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m_shader_mul_accuracy->SetToolTip(_("EXPERT OPTION\nControls the accuracy of floating point multiplication in shaders.\n\nRecommended: true"));
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first_row->Add(m_shader_mul_accuracy, 0, wxALL, 5);
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@ -268,10 +268,7 @@ void GameProfileWindow::ApplyProfile()
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m_graphic_api->SetSelection(0); // selecting ""
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else
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m_graphic_api->SetSelection(1 + m_game_profile.m_graphics_api.value()); // "", OpenGL, Vulkan
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//m_extended_texture_readback->SetValue(m_game_profile.m_extendedTextureReadback);
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//m_precompiled->SetSelection((int)m_game_profile.m_precompiledShaders.value());
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m_shader_mul_accuracy->SetSelection((int)m_game_profile.m_accurateShaderMul);
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//m_cache_accuracy->SetSelection((int)m_game_profile.m_gpuBufferCacheAccuracy.value());
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//// audio
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//m_disable_audio->Set3StateValue(GetCheckboxState(m_game_profile.disableAudio));
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@ -331,6 +328,9 @@ void GameProfileWindow::SaveProfile()
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// gpu
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m_game_profile.m_accurateShaderMul = (AccurateShaderMulOption)m_shader_mul_accuracy->GetSelection();
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if (m_game_profile.m_accurateShaderMul != AccurateShaderMulOption::False && m_game_profile.m_accurateShaderMul != AccurateShaderMulOption::True)
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m_game_profile.m_accurateShaderMul = AccurateShaderMulOption::True; // force a legal value
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if (m_graphic_api->GetSelection() == 0)
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m_game_profile.m_graphics_api = {};
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else
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