New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-18 01:57:08 +02:00
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using Ryujinx.Graphics.Shader.Decoders;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using static Ryujinx.Graphics.Shader.Instructions.InstEmitAluHelper;
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using static Ryujinx.Graphics.Shader.Instructions.InstEmitHelper;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Instructions
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{
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static partial class InstEmit
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{
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public static void Fadd(EmitterContext context)
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{
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IOpCodeFArith op = (IOpCodeFArith)context.CurrOp;
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bool absoluteA = op.AbsoluteA, absoluteB, negateA, negateB;
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if (op is OpCodeFArithImm32)
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{
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negateB = op.RawOpCode.Extract(53);
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negateA = op.RawOpCode.Extract(56);
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absoluteB = op.RawOpCode.Extract(57);
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}
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else
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{
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negateB = op.RawOpCode.Extract(45);
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negateA = op.RawOpCode.Extract(48);
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absoluteB = op.RawOpCode.Extract(49);
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}
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Operand srcA = context.FPAbsNeg(GetSrcA(context), absoluteA, negateA);
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Operand srcB = context.FPAbsNeg(GetSrcB(context), absoluteB, negateB);
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Operand dest = GetDest(context);
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context.Copy(dest, context.FPSaturate(context.FPAdd(srcA, srcB), op.Saturate));
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SetFPZnFlags(context, dest, op.SetCondCode);
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}
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public static void Ffma(EmitterContext context)
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{
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IOpCodeFArith op = (IOpCodeFArith)context.CurrOp;
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bool negateB = op.RawOpCode.Extract(48);
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bool negateC = op.RawOpCode.Extract(49);
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Operand srcA = GetSrcA(context);
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Operand srcB = context.FPNegate(GetSrcB(context), negateB);
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Operand srcC = context.FPNegate(GetSrcC(context), negateC);
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Operand dest = GetDest(context);
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context.Copy(dest, context.FPSaturate(context.FPFusedMultiplyAdd(srcA, srcB, srcC), op.Saturate));
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SetFPZnFlags(context, dest, op.SetCondCode);
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}
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public static void Fmnmx(EmitterContext context)
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{
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IOpCodeFArith op = (IOpCodeFArith)context.CurrOp;
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bool absoluteA = op.AbsoluteA;
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bool negateB = op.RawOpCode.Extract(45);
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bool negateA = op.RawOpCode.Extract(48);
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bool absoluteB = op.RawOpCode.Extract(49);
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Operand srcA = context.FPAbsNeg(GetSrcA(context), absoluteA, negateA);
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Operand srcB = context.FPAbsNeg(GetSrcB(context), absoluteB, negateB);
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Operand resMin = context.FPMinimum(srcA, srcB);
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Operand resMax = context.FPMaximum(srcA, srcB);
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Operand pred = GetPredicate39(context);
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Operand dest = GetDest(context);
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context.Copy(dest, context.ConditionalSelect(pred, resMin, resMax));
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SetFPZnFlags(context, dest, op.SetCondCode);
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}
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public static void Fmul(EmitterContext context)
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{
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IOpCodeFArith op = (IOpCodeFArith)context.CurrOp;
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bool negateB = !(op is OpCodeFArithImm32) && op.RawOpCode.Extract(48);
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Operand srcA = GetSrcA(context);
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Operand srcB = context.FPNegate(GetSrcB(context), negateB);
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switch (op.Scale)
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{
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case FmulScale.None: break;
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case FmulScale.Divide2: srcA = context.FPDivide (srcA, ConstF(2)); break;
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case FmulScale.Divide4: srcA = context.FPDivide (srcA, ConstF(4)); break;
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case FmulScale.Divide8: srcA = context.FPDivide (srcA, ConstF(8)); break;
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case FmulScale.Multiply2: srcA = context.FPMultiply(srcA, ConstF(2)); break;
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case FmulScale.Multiply4: srcA = context.FPMultiply(srcA, ConstF(4)); break;
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case FmulScale.Multiply8: srcA = context.FPMultiply(srcA, ConstF(8)); break;
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default: break; //TODO: Warning.
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}
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Operand dest = GetDest(context);
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context.Copy(dest, context.FPSaturate(context.FPMultiply(srcA, srcB), op.Saturate));
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SetFPZnFlags(context, dest, op.SetCondCode);
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}
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public static void Fset(EmitterContext context)
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{
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OpCodeSet op = (OpCodeSet)context.CurrOp;
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Condition cmpOp = (Condition)op.RawOpCode.Extract(48, 4);
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bool negateA = op.RawOpCode.Extract(43);
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bool absoluteB = op.RawOpCode.Extract(44);
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bool boolFloat = op.RawOpCode.Extract(52);
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bool negateB = op.RawOpCode.Extract(53);
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bool absoluteA = op.RawOpCode.Extract(54);
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Operand srcA = context.FPAbsNeg(GetSrcA(context), absoluteA, negateA);
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Operand srcB = context.FPAbsNeg(GetSrcB(context), absoluteB, negateB);
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Operand res = GetFPComparison(context, cmpOp, srcA, srcB);
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Operand pred = GetPredicate39(context);
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res = GetPredLogicalOp(context, op.LogicalOp, res, pred);
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Operand dest = GetDest(context);
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if (boolFloat)
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{
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context.Copy(dest, context.ConditionalSelect(res, ConstF(1), Const(0)));
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}
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else
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{
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context.Copy(dest, res);
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}
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2019-07-02 04:39:22 +02:00
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// TODO: CC, X
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New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-18 01:57:08 +02:00
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}
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public static void Fsetp(EmitterContext context)
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{
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OpCodeSet op = (OpCodeSet)context.CurrOp;
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Condition cmpOp = (Condition)op.RawOpCode.Extract(48, 4);
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2019-10-13 08:02:07 +02:00
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bool negateB = op.RawOpCode.Extract(6);
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New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-18 01:57:08 +02:00
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bool absoluteA = op.RawOpCode.Extract(7);
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bool negateA = op.RawOpCode.Extract(43);
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bool absoluteB = op.RawOpCode.Extract(44);
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2019-09-05 00:03:11 +02:00
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Operand srcA = context.FPAbsNeg(GetSrcA(context), absoluteA, negateA);
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Operand srcB = context.FPAbsNeg(GetSrcB(context), absoluteB, negateB);
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New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-18 01:57:08 +02:00
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Operand p0Res = GetFPComparison(context, cmpOp, srcA, srcB);
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Operand p1Res = context.BitwiseNot(p0Res);
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Operand pred = GetPredicate39(context);
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p0Res = GetPredLogicalOp(context, op.LogicalOp, p0Res, pred);
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p1Res = GetPredLogicalOp(context, op.LogicalOp, p1Res, pred);
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context.Copy(Register(op.Predicate3), p0Res);
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context.Copy(Register(op.Predicate0), p1Res);
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}
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public static void Hadd2(EmitterContext context)
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{
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Hadd2Hmul2Impl(context, isAdd: true);
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}
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public static void Hfma2(EmitterContext context)
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{
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IOpCodeHfma op = (IOpCodeHfma)context.CurrOp;
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Operand[] srcA = GetHfmaSrcA(context);
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Operand[] srcB = GetHfmaSrcB(context);
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Operand[] srcC = GetHfmaSrcC(context);
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Operand[] res = new Operand[2];
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for (int index = 0; index < res.Length; index++)
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{
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res[index] = context.FPFusedMultiplyAdd(srcA[index], srcB[index], srcC[index]);
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res[index] = context.FPSaturate(res[index], op.Saturate);
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}
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context.Copy(GetDest(context), GetHalfPacked(context, res));
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}
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public static void Hmul2(EmitterContext context)
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{
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Hadd2Hmul2Impl(context, isAdd: false);
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}
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private static void Hadd2Hmul2Impl(EmitterContext context, bool isAdd)
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{
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OpCode op = context.CurrOp;
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bool saturate = op.RawOpCode.Extract(op is OpCodeAluImm32 ? 52 : 32);
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Operand[] srcA = GetHalfSrcA(context);
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Operand[] srcB = GetHalfSrcB(context);
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Operand[] res = new Operand[2];
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for (int index = 0; index < res.Length; index++)
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{
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if (isAdd)
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{
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res[index] = context.FPAdd(srcA[index], srcB[index]);
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}
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else
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{
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res[index] = context.FPMultiply(srcA[index], srcB[index]);
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}
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res[index] = context.FPSaturate(res[index], saturate);
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}
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context.Copy(GetDest(context), GetHalfPacked(context, res));
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}
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2019-10-13 08:02:07 +02:00
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public static void Hsetp2(EmitterContext context)
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{
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OpCodeSet op = (OpCodeSet)context.CurrOp;
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bool hAnd = op.RawOpCode.Extract(53);
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Condition cmpOp = op is IOpCodeReg
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? (Condition)op.RawOpCode.Extract(35, 4)
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: (Condition)op.RawOpCode.Extract(49, 4);
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Operand[] srcA = GetHalfSrcA(context);
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Operand[] srcB = GetHalfSrcB(context);
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Operand[] res = new Operand[2];
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Operand pred = GetPredicate39(context);
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Operand p0Res = GetFPComparison(context, cmpOp, srcA[0], srcB[0]);
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Operand p1Res = GetFPComparison(context, cmpOp, srcA[1], srcB[1]);
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if (hAnd)
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{
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p0Res = context.BitwiseAnd(p0Res, p1Res);
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p1Res = context.BitwiseNot(p0Res);
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}
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p0Res = GetPredLogicalOp(context, op.LogicalOp, p0Res, pred);
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p1Res = GetPredLogicalOp(context, op.LogicalOp, p1Res, pred);
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context.Copy(Register(op.Predicate3), p0Res);
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context.Copy(Register(op.Predicate0), p1Res);
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}
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New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-18 01:57:08 +02:00
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public static void Mufu(EmitterContext context)
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{
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IOpCodeFArith op = (IOpCodeFArith)context.CurrOp;
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bool negateB = op.RawOpCode.Extract(48);
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Operand res = context.FPAbsNeg(GetSrcA(context), op.AbsoluteA, negateB);
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MufuOperation subOp = (MufuOperation)context.CurrOp.RawOpCode.Extract(20, 4);
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switch (subOp)
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{
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case MufuOperation.Cosine:
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res = context.FPCosine(res);
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break;
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case MufuOperation.Sine:
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res = context.FPSine(res);
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break;
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case MufuOperation.ExponentB2:
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res = context.FPExponentB2(res);
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break;
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case MufuOperation.LogarithmB2:
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res = context.FPLogarithmB2(res);
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break;
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case MufuOperation.Reciprocal:
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res = context.FPReciprocal(res);
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break;
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case MufuOperation.ReciprocalSquareRoot:
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res = context.FPReciprocalSquareRoot(res);
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break;
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case MufuOperation.SquareRoot:
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res = context.FPSquareRoot(res);
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break;
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default: /* TODO */ break;
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}
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context.Copy(GetDest(context), context.FPSaturate(res, op.Saturate));
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}
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private static Operand GetFPComparison(
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EmitterContext context,
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Condition cond,
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Operand srcA,
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Operand srcB)
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{
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Operand res;
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if (cond == Condition.Always)
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{
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res = Const(IrConsts.True);
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}
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else if (cond == Condition.Never)
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{
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res = Const(IrConsts.False);
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}
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else if (cond == Condition.Nan || cond == Condition.Number)
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{
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res = context.BitwiseOr(context.IsNan(srcA), context.IsNan(srcB));
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if (cond == Condition.Number)
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{
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res = context.BitwiseNot(res);
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}
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}
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else
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{
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Instruction inst;
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switch (cond & ~Condition.Nan)
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{
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case Condition.Less: inst = Instruction.CompareLess; break;
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case Condition.Equal: inst = Instruction.CompareEqual; break;
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case Condition.LessOrEqual: inst = Instruction.CompareLessOrEqual; break;
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case Condition.Greater: inst = Instruction.CompareGreater; break;
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case Condition.NotEqual: inst = Instruction.CompareNotEqual; break;
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case Condition.GreaterOrEqual: inst = Instruction.CompareGreaterOrEqual; break;
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default: throw new InvalidOperationException($"Unexpected condition \"{cond}\".");
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}
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res = context.Add(inst | Instruction.FP, Local(), srcA, srcB);
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if ((cond & Condition.Nan) != 0)
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{
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res = context.BitwiseOr(res, context.IsNan(srcA));
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res = context.BitwiseOr(res, context.IsNan(srcB));
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}
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}
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return res;
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}
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private static void SetFPZnFlags(EmitterContext context, Operand dest, bool setCC)
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{
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if (setCC)
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{
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context.Copy(GetZF(context), context.FPCompareEqual(dest, ConstF(0)));
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context.Copy(GetNF(context), context.FPCompareLess (dest, ConstF(0)));
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}
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}
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private static Operand[] GetHfmaSrcA(EmitterContext context)
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{
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IOpCodeHfma op = (IOpCodeHfma)context.CurrOp;
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2019-10-13 08:02:07 +02:00
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return GetHalfUnpacked(context, GetSrcA(context), op.SwizzleA);
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New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-18 01:57:08 +02:00
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}
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private static Operand[] GetHfmaSrcB(EmitterContext context)
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{
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IOpCodeHfma op = (IOpCodeHfma)context.CurrOp;
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2019-10-13 08:02:07 +02:00
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Operand[] operands = GetHalfUnpacked(context, GetSrcB(context), op.SwizzleB);
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-18 01:57:08 +02:00
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return FPAbsNeg(context, operands, false, op.NegateB);
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}
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private static Operand[] GetHfmaSrcC(EmitterContext context)
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{
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IOpCodeHfma op = (IOpCodeHfma)context.CurrOp;
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2019-10-13 08:02:07 +02:00
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Operand[] operands = GetHalfUnpacked(context, GetSrcC(context), op.SwizzleC);
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-18 01:57:08 +02:00
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return FPAbsNeg(context, operands, false, op.NegateC);
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}
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}
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}
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