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Latte: Optimize uniform register array size for known shaders
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4 changed files with 15 additions and 11 deletions
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@ -157,19 +157,23 @@ struct LatteDecompilerBufferAccessTracker
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}
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}
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sint32 DetermineSize(sint32 maximumSize) const
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sint32 DetermineSize(uint64 shaderBaseHash, sint32 maximumSize) const
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{
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// here we try to predict the accessed range so we dont have to upload the whole buffer
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// potential risky optimization: assume that if there is a fixed-index access on an index higher than any other non-zero relative accesses, it bounds the prior relative access
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// here we try to predict the accessed byte range so we dont have to upload the whole buffer
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// if no bound can be determined then return maximumSize
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// for some known shaders we use hand-tuned values instead of the maximumSize fallback value that those shaders would normally use
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if(shaderBaseHash == 0x8ff56afdf1a2f837) // XCX text rendering
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return 24;
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if(shaderBaseHash == 0x37b9100c1310d3bb) // BotW UI backdrops 1
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return 24;
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if(shaderBaseHash == 0xf7ba548c1fefe24a) // BotW UI backdrops 2
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return 30;
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sint32 highestAccessIndex = -1;
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if(hasStaticIndexAccess)
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{
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highestAccessIndex = highestAccessStaticIndex;
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}
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if(hasDynamicIndexAccess)
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{
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return maximumSize; // dynamic index exists and no bound can be determined
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}
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if (highestAccessIndex < 0)
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return 1; // no access at all? But avoid zero as a size
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return highestAccessIndex + 1;
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