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Improved Shader accuracy on Vertex and Geometry Shaders with FFMA, FMUL and FADD
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a9dc34ea5c
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@ -1510,8 +1510,25 @@ private:
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ASSERT_MSG(instr.fmul.cc == 0, "FMUL cc is not implemented");
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ASSERT_MSG(instr.fmul.cc == 0, "FMUL cc is not implemented");
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op_b = GetOperandAbsNeg(op_b, false, instr.fmul.negate_b);
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op_b = GetOperandAbsNeg(op_b, false, instr.fmul.negate_b);
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regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " * " + op_b, 1, 1,
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shader.AddLine('{');
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++shader.scope;
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// This avoids optimizations of constant propagation and keeps the code as the original
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// Sadly using the precise keyword causes "linking" errors on fragment shaders.
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if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
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shader.AddLine("float tmp = " + op_a + " * " + op_b + ';');
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} else {
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shader.AddLine("precise float tmp = " + op_a + " * " + op_b + ';');
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}
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regs.SetRegisterToFloat(instr.gpr0, 0, "tmp", 1, 1,
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instr.alu.saturate_d);
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instr.alu.saturate_d);
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--shader.scope;
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shader.AddLine('}');
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break;
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break;
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}
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}
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case OpCode::Id::FADD_C:
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case OpCode::Id::FADD_C:
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@ -1519,8 +1536,25 @@ private:
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case OpCode::Id::FADD_IMM: {
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case OpCode::Id::FADD_IMM: {
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op_a = GetOperandAbsNeg(op_a, instr.alu.abs_a, instr.alu.negate_a);
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op_a = GetOperandAbsNeg(op_a, instr.alu.abs_a, instr.alu.negate_a);
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op_b = GetOperandAbsNeg(op_b, instr.alu.abs_b, instr.alu.negate_b);
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op_b = GetOperandAbsNeg(op_b, instr.alu.abs_b, instr.alu.negate_b);
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regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " + " + op_b, 1, 1,
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shader.AddLine('{');
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++shader.scope;
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// This avoids optimizations of constant propagation and keeps the code as the original
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// Sadly using the precise keyword causes "linking" errors on fragment shaders.
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if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
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shader.AddLine("float tmp = " + op_a + " + " + op_b + ';');
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} else {
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shader.AddLine("precise float tmp = " + op_a + " + " + op_b + ';');
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}
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regs.SetRegisterToFloat(instr.gpr0, 0, "tmp", 1, 1,
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instr.alu.saturate_d);
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instr.alu.saturate_d);
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--shader.scope;
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shader.AddLine('}');
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break;
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break;
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}
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}
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case OpCode::Id::MUFU: {
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case OpCode::Id::MUFU: {
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@ -2087,8 +2121,23 @@ private:
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}
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}
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}
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}
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regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " * " + op_b + " + " + op_c, 1, 1,
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shader.AddLine('{');
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++shader.scope;
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// This avoids optimizations of constant propagation and keeps the code as the original
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// Sadly using the precise keyword causes "linking" errors on fragment shaders.
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if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
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shader.AddLine("float tmp = fma(" + op_a + ", " + op_b + ", " + op_c + ");");
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} else {
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shader.AddLine("precise float tmp = fma(" + op_a + ", " + op_b + ", " + op_c + ");");
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}
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regs.SetRegisterToFloat(instr.gpr0, 0, "tmp", 1, 1,
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instr.alu.saturate_d);
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instr.alu.saturate_d);
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--shader.scope;
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shader.AddLine('}');
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break;
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break;
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}
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}
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case OpCode::Type::Hfma2: {
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case OpCode::Type::Hfma2: {
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@ -15,7 +15,8 @@ static constexpr u32 PROGRAM_OFFSET{10};
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ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
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ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
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std::string out = "#version 430 core\n";
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std::string out = "#version 430 core\n";
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out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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out += "#extension GL_ARB_gpu_shader5 : enable\n\n";
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out += Decompiler::GetCommonDeclarations();
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out += Decompiler::GetCommonDeclarations();
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out += R"(
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out += R"(
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@ -83,7 +84,8 @@ void main() {
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ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
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ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
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std::string out = "#version 430 core\n";
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std::string out = "#version 430 core\n";
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out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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out += "#extension GL_ARB_gpu_shader5 : enable\n\n";
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out += Decompiler::GetCommonDeclarations();
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out += Decompiler::GetCommonDeclarations();
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out += "bool exec_geometry();\n";
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out += "bool exec_geometry();\n";
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@ -117,7 +119,8 @@ void main() {
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ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
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ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
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std::string out = "#version 430 core\n";
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std::string out = "#version 430 core\n";
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out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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out += "#extension GL_ARB_gpu_shader5 : enable\n\n";
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out += Decompiler::GetCommonDeclarations();
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out += Decompiler::GetCommonDeclarations();
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out += "bool exec_fragment();\n";
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out += "bool exec_fragment();\n";
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