DirectXShaderCompiler/lib/HLSL/DxilReduceMSAAToSingleSampl...

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///////////////////////////////////////////////////////////////////////////////
// //
// DxilReduceMSAAToSingleSample.cpp //
// Copyright (C) Microsoft Corporation. All rights reserved. //
// This file is distributed under the University of Illinois Open Source //
// License. See LICENSE.TXT for details. //
// //
// Provides a pass to reduce all MSAA writes to single-sample writes //
// //
///////////////////////////////////////////////////////////////////////////////
#include "dxc/HLSL/DxilGenerationPass.h"
#include "dxc/HLSL/DxilOperations.h"
#include "dxc/HLSL/DxilInstructions.h"
#include "dxc/HLSL/DxilModule.h"
#include "dxc/HLSL/DxilPIXPasses.h"
#include "llvm/IR/Instructions.h"
#include "llvm/IR/PassManager.h"
#include "llvm/IR/Constants.h"
using namespace llvm;
using namespace hlsl;
class DxilReduceMSAAToSingleSample : public ModulePass {
public:
static char ID; // Pass identification, replacement for typeid
explicit DxilReduceMSAAToSingleSample() : ModulePass(ID) {}
const char *getPassName() const override { return "HLSL DXIL Reduce all MSAA reads to single-sample reads"; }
bool runOnModule(Module &M) override;
};
bool DxilReduceMSAAToSingleSample::runOnModule(Module &M)
{
DxilModule &DM = M.GetOrCreateDxilModule();
LLVMContext & Ctx = M.getContext();
OP *HlslOP = DM.GetOP();
// FP16 type doesn't have its own identity, and is covered by float type...
auto TextureLoadOverloads = std::vector<Type*>{ Type::getFloatTy(Ctx), Type::getInt16Ty(Ctx), Type::getInt32Ty(Ctx) };
bool Modified = false;
for (const auto & Overload : TextureLoadOverloads) {
Function * TexLoadFunction = HlslOP->GetOpFunc(DXIL::OpCode::TextureLoad, Overload);
auto TexLoadFunctionUses = TexLoadFunction->uses();
for (auto FI = TexLoadFunctionUses.begin(); FI != TexLoadFunctionUses.end(); ) {
auto & FunctionUse = *FI++;
auto FunctionUser = FunctionUse.getUser();
auto instruction = cast<Instruction>(FunctionUser);
DxilInst_TextureLoad LoadInstruction(instruction);
auto TextureHandle = LoadInstruction.get_srv();
auto TextureHandleInst = cast<CallInst>(TextureHandle);
DxilInst_CreateHandle createHandle(TextureHandleInst);
// Dynamic rangeId is not supported
if (isa<ConstantInt>(createHandle.get_rangeId())){
unsigned rangeId = cast<ConstantInt>(createHandle.get_rangeId())->getLimitedValue();
if (static_cast<DXIL::ResourceClass>(createHandle.get_resourceClass_val()) == DXIL::ResourceClass::SRV) {
auto Resource = DM.GetSRV(rangeId);
if (Resource.GetKind() == DXIL::ResourceKind::Texture2DMS || Resource.GetKind() == DXIL::ResourceKind::Texture2DMSArray) {
// "2" is the mip-level/sample-index operand index:
// https://github.com/Microsoft/DirectXShaderCompiler/blob/master/docs/DXIL.rst#textureload
instruction->setOperand(2, HlslOP->GetI32Const(0));
Modified = true;
}
}
}
}
}
return Modified;
}
char DxilReduceMSAAToSingleSample::ID = 0;
ModulePass *llvm::createDxilReduceMSAAToSingleSamplePass() {
return new DxilReduceMSAAToSingleSample();
}
INITIALIZE_PASS(DxilReduceMSAAToSingleSample, "hlsl-dxil-reduce-msaa-to-single", "HLSL DXIL Reduce all MSAA writes to single-sample writes", false, false)