gl_shader_decompiler: Improve performance of accurate_mul on Android.

This commit is contained in:
bunnei 2019-08-24 15:51:04 -04:00 committed by SachinVin
parent 8a68c58070
commit 9fbda04891

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@ -514,11 +514,21 @@ private:
} }
case OpCode::Id::RCP: { case OpCode::Id::RCP: {
if (!sanitize_mul) {
// When accurate multiplication is OFF, NaN are not really handled. This is a
// workaround to cheaply avoid NaN. Fixes graphical issues in Ocarina of Time.
shader.AddLine("if ({}.x != 0.0)", src1);
}
SetDest(swizzle, dest_reg, fmt::format("(1.0 / {}.x)", src1), 4, 1); SetDest(swizzle, dest_reg, fmt::format("(1.0 / {}.x)", src1), 4, 1);
break; break;
} }
case OpCode::Id::RSQ: { case OpCode::Id::RSQ: {
if (!sanitize_mul) {
// When accurate multiplication is OFF, NaN are not really handled. This is a
// workaround to cheaply avoid NaN. Fixes graphical issues in Ocarina of Time.
shader.AddLine("if ({}.x > 0.0)", src1);
}
SetDest(swizzle, dest_reg, fmt::format("inversesqrt({}.x)", src1), 4, 1); SetDest(swizzle, dest_reg, fmt::format("inversesqrt({}.x)", src1), 4, 1);
break; break;
} }
@ -807,6 +817,13 @@ private:
void Generate() { void Generate() {
if (sanitize_mul) { if (sanitize_mul) {
#ifdef ANDROID
// Use a cheaper sanitize_mul on Android, as mobile GPUs struggle here
// This seems to be sufficient at least for Ocarina of Time and Attack on Titan accurate
// multiplication bugs
shader.AddLine(
"#define sanitize_mul(lhs, rhs) mix(lhs * rhs, vec4(0.0), isnan(lhs * rhs))");
#else
shader.AddLine("vec4 sanitize_mul(vec4 lhs, vec4 rhs) {{"); shader.AddLine("vec4 sanitize_mul(vec4 lhs, vec4 rhs) {{");
++shader.scope; ++shader.scope;
shader.AddLine("vec4 product = lhs * rhs;"); shader.AddLine("vec4 product = lhs * rhs;");
@ -814,6 +831,7 @@ private:
"isnan(lhs)), isnan(product));"); "isnan(lhs)), isnan(product));");
--shader.scope; --shader.scope;
shader.AddLine("}}\n"); shader.AddLine("}}\n");
#endif
} }
// Add declarations for registers // Add declarations for registers