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Propagate Shader phi nodes with the same source value from all blocks #3457
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marysaka
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Jul 10, 2022
grayexoc
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Jul 10, 2022
AcK77
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Jul 11, 2022
not work stuck and crash on |
santibe
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Jul 18, 2022
…l blocks (Ryujinx#3457)" This reverts commit 4523a73.
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In order to ensure that all variables only have a single assignment to keep optimizations simple, we keep the IR in SSA form. It is possible for a variable to be set to the same value in multiple blocks, and currently the shader translator will insert a copy on each one of them. Since it does not know that the values are actually the same, it will insert a Phi on blocks with multiple predecessors where the value is used. But the Phi is not actually needed in this case, if the value is actually the same on all of them, it doesn't matter from where it comes from.
This change extends the optimizer to also propagate the Phi source values if the value is always the same, regardless of the incoming block. This makes the generated shader code smaller and better.
The main noticeable benefit here is that bindless elimination now works on more cases, which fixes the flickering that Monster Hunter Rise had with latest update and Sunbreak expansion.
Note: The game still needs the other fixes (#3431 and #3425) to actually run, of course.