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shader: Add integer attribute get optimization pass
Works around an nvidia driver bug, where casting the integer attributes to float and back to an integer always returned 0.
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@ -389,6 +389,7 @@ void VisitUsages(Info& info, IR::Inst& inst) {
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info.uses_demote_to_helper_invocation = true;
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break;
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case IR::Opcode::GetAttribute:
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case IR::Opcode::GetAttributeU32:
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info.loads.mask[static_cast<size_t>(inst.Arg(0).Attribute())] = true;
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break;
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case IR::Opcode::SetAttribute:
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@ -505,6 +505,29 @@ void FoldBitCast(IR::Inst& inst, IR::Opcode reverse) {
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return;
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}
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}
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if constexpr (op == IR::Opcode::BitCastU32F32) {
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// Workaround for new NVIDIA driver bug, where:
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// uint attr = ftou(itof(gl_InstanceID));
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// always returned 0.
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// We can instead manually optimize this and work around the driver bug:
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// uint attr = uint(gl_InstanceID);
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if (arg_inst->GetOpcode() == IR::Opcode::GetAttribute) {
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const IR::Attribute attr{arg_inst->Arg(0).Attribute()};
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switch (attr) {
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case IR::Attribute::PrimitiveId:
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case IR::Attribute::InstanceId:
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case IR::Attribute::VertexId:
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break;
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default:
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return;
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}
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// Replace the bitcasts with an integer attribute get
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inst.ReplaceOpcode(IR::Opcode::GetAttributeU32);
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inst.SetArg(0, arg_inst->Arg(0));
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inst.SetArg(1, arg_inst->Arg(1));
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return;
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}
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}
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}
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void FoldInverseFunc(IR::Inst& inst, IR::Opcode reverse) {
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