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.InstEmitHelper;
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using static Ryujinx.Graphics.Shader.Instructions.InstEmitAluHelper;
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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 Bfe(EmitterContext context)
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{
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OpCodeAlu op = (OpCodeAlu)context.CurrOp;
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bool isReverse = op.RawOpCode.Extract(40);
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bool isSigned = op.RawOpCode.Extract(48);
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Operand srcA = GetSrcA(context);
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Operand srcB = GetSrcB(context);
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if (isReverse)
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{
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srcA = context.BitfieldReverse(srcA);
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}
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Operand position = context.BitwiseAnd(srcB, Const(0xff));
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Operand size = context.BitfieldExtractU32(srcB, Const(8), Const(8));
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Operand res = isSigned
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? context.BitfieldExtractS32(srcA, position, size)
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: context.BitfieldExtractU32(srcA, position, size);
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context.Copy(GetDest(context), res);
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2019-07-02 04:39:22 +02:00
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// TODO: CC, X, corner cases
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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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2019-10-31 04:29:22 +01:00
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public static void Bfi(EmitterContext context)
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{
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OpCodeAlu op = (OpCodeAlu)context.CurrOp;
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Operand srcA = GetSrcA(context);
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Operand srcB = GetSrcB(context);
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Operand srcC = GetSrcC(context);
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Operand position = context.BitwiseAnd(srcB, Const(0xff));
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Operand size = context.BitfieldExtractU32(srcB, Const(8), Const(8));
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Operand res = context.BitfieldInsert(srcC, srcA, position, size);
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context.Copy(GetDest(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 Csetp(EmitterContext context)
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{
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2019-11-24 23:49:56 +01:00
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OpCodePset op = (OpCodePset)context.CurrOp;
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2019-10-13 08:02:07 +02:00
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// TODO: Implement that properly
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Operand p0Res = Const(IrConsts.True);
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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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2019-10-31 04:29:22 +01:00
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public static void Flo(EmitterContext context)
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{
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OpCodeAlu op = (OpCodeAlu)context.CurrOp;
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bool invert = op.RawOpCode.Extract(40);
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bool countZeros = op.RawOpCode.Extract(41);
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bool isSigned = op.RawOpCode.Extract(48);
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Operand srcB = context.BitwiseNot(GetSrcB(context), invert);
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Operand res = isSigned
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? context.FindFirstSetS32(srcB)
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: context.FindFirstSetU32(srcB);
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if (countZeros)
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{
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res = context.BitwiseExclusiveOr(res, Const(31));
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}
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context.Copy(GetDest(context), res);
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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 Iadd(EmitterContext context)
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{
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OpCodeAlu op = (OpCodeAlu)context.CurrOp;
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bool negateA = false, negateB = false;
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if (!(op is OpCodeAluImm32))
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{
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negateB = op.RawOpCode.Extract(48);
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negateA = op.RawOpCode.Extract(49);
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}
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2019-10-13 08:02:07 +02:00
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else
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{
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// TODO: Other IADD32I variant without the negate.
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negateA = op.RawOpCode.Extract(56);
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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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Operand srcA = context.INegate(GetSrcA(context), negateA);
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Operand srcB = context.INegate(GetSrcB(context), negateB);
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Operand res = context.IAdd(srcA, srcB);
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bool isSubtraction = negateA || negateB;
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if (op.Extended)
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{
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2019-07-02 04:39:22 +02:00
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// Add carry, or subtract borrow.
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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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res = context.IAdd(res, isSubtraction
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2020-01-06 22:52:47 +01:00
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? context.BitwiseNot(GetCF())
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: context.BitwiseAnd(GetCF(), Const(1)));
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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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SetIaddFlags(context, res, srcA, srcB, op.SetCondCode, op.Extended, isSubtraction);
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context.Copy(GetDest(context), res);
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}
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public static void Iadd3(EmitterContext context)
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{
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OpCodeAlu op = (OpCodeAlu)context.CurrOp;
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IntegerHalfPart partC = (IntegerHalfPart)op.RawOpCode.Extract(31, 2);
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IntegerHalfPart partB = (IntegerHalfPart)op.RawOpCode.Extract(33, 2);
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IntegerHalfPart partA = (IntegerHalfPart)op.RawOpCode.Extract(35, 2);
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IntegerShift mode = (IntegerShift)op.RawOpCode.Extract(37, 2);
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bool negateC = op.RawOpCode.Extract(49);
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bool negateB = op.RawOpCode.Extract(50);
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bool negateA = op.RawOpCode.Extract(51);
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Operand Extend(Operand src, IntegerHalfPart part)
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{
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if (!(op is OpCodeAluReg) || part == IntegerHalfPart.B32)
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{
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return src;
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}
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if (part == IntegerHalfPart.H0)
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{
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return context.BitwiseAnd(src, Const(0xffff));
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}
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else if (part == IntegerHalfPart.H1)
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{
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return context.ShiftRightU32(src, Const(16));
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}
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else
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{
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2019-07-02 04:39:22 +02:00
|
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// TODO: Warning.
|
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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return src;
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}
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Operand srcA = context.INegate(Extend(GetSrcA(context), partA), negateA);
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Operand srcB = context.INegate(Extend(GetSrcB(context), partB), negateB);
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Operand srcC = context.INegate(Extend(GetSrcC(context), partC), negateC);
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Operand res = context.IAdd(srcA, srcB);
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if (op is OpCodeAluReg && mode != IntegerShift.NoShift)
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{
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if (mode == IntegerShift.ShiftLeft)
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{
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res = context.ShiftLeft(res, Const(16));
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}
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else if (mode == IntegerShift.ShiftRight)
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{
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res = context.ShiftRightU32(res, Const(16));
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}
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else
|
|
|
|
{
|
2019-07-02 04:39:22 +02:00
|
|
|
// TODO: Warning.
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
res = context.IAdd(res, srcC);
|
|
|
|
|
|
|
|
context.Copy(GetDest(context), res);
|
|
|
|
|
2019-07-02 04:39:22 +02:00
|
|
|
// TODO: CC, X, corner cases
|
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
|
|
|
}
|
|
|
|
|
2020-03-23 17:32:30 +01:00
|
|
|
public static void Icmp(EmitterContext context)
|
2019-12-06 23:37:00 +01:00
|
|
|
{
|
2020-03-23 17:32:30 +01:00
|
|
|
OpCode op = context.CurrOp;
|
|
|
|
|
|
|
|
bool isSigned = op.RawOpCode.Extract(48);
|
|
|
|
|
|
|
|
IntegerCondition cmpOp = (IntegerCondition)op.RawOpCode.Extract(49, 3);
|
|
|
|
|
|
|
|
Operand srcA = GetSrcA(context);
|
|
|
|
Operand srcB = GetSrcB(context);
|
|
|
|
Operand srcC = GetSrcC(context);
|
2019-12-06 23:37:00 +01:00
|
|
|
|
2020-03-23 17:32:30 +01:00
|
|
|
Operand cmpRes = GetIntComparison(context, cmpOp, srcC, Const(0), isSigned);
|
|
|
|
|
|
|
|
Operand res = context.ConditionalSelect(cmpRes, srcA, srcB);
|
|
|
|
|
|
|
|
context.Copy(GetDest(context), res);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Imad(EmitterContext context)
|
|
|
|
{
|
2019-12-06 23:37:00 +01:00
|
|
|
bool signedA = context.CurrOp.RawOpCode.Extract(48);
|
|
|
|
bool signedB = context.CurrOp.RawOpCode.Extract(53);
|
|
|
|
bool high = context.CurrOp.RawOpCode.Extract(54);
|
|
|
|
|
|
|
|
Operand srcA = GetSrcA(context);
|
|
|
|
Operand srcB = GetSrcB(context);
|
|
|
|
Operand srcC = GetSrcC(context);
|
|
|
|
|
|
|
|
Operand res;
|
|
|
|
|
|
|
|
if (high)
|
|
|
|
{
|
|
|
|
if (signedA && signedB)
|
|
|
|
{
|
|
|
|
res = context.MultiplyHighS32(srcA, srcB);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
res = context.MultiplyHighU32(srcA, srcB);
|
|
|
|
|
|
|
|
if (signedA)
|
|
|
|
{
|
|
|
|
res = context.IAdd(res, context.IMultiply(srcB, context.ShiftRightS32(srcA, Const(31))));
|
|
|
|
}
|
|
|
|
else if (signedB)
|
|
|
|
{
|
|
|
|
res = context.IAdd(res, context.IMultiply(srcA, context.ShiftRightS32(srcB, Const(31))));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
res = context.IMultiply(srcA, srcB);
|
|
|
|
}
|
|
|
|
|
|
|
|
res = context.IAdd(res, srcC);
|
|
|
|
|
2019-12-07 00:19:12 +01:00
|
|
|
// TODO: CC, X, SAT, and more?
|
|
|
|
|
2019-12-06 23:37:00 +01:00
|
|
|
context.Copy(GetDest(context), res);
|
|
|
|
}
|
|
|
|
|
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
|
|
|
public static void Imnmx(EmitterContext context)
|
|
|
|
{
|
|
|
|
OpCodeAlu op = (OpCodeAlu)context.CurrOp;
|
|
|
|
|
|
|
|
bool isSignedInt = op.RawOpCode.Extract(48);
|
|
|
|
|
|
|
|
Operand srcA = GetSrcA(context);
|
|
|
|
Operand srcB = GetSrcB(context);
|
|
|
|
|
|
|
|
Operand resMin = isSignedInt
|
|
|
|
? context.IMinimumS32(srcA, srcB)
|
|
|
|
: context.IMinimumU32(srcA, srcB);
|
|
|
|
|
|
|
|
Operand resMax = isSignedInt
|
|
|
|
? context.IMaximumS32(srcA, srcB)
|
|
|
|
: context.IMaximumU32(srcA, srcB);
|
|
|
|
|
|
|
|
Operand pred = GetPredicate39(context);
|
|
|
|
|
|
|
|
Operand dest = GetDest(context);
|
|
|
|
|
|
|
|
context.Copy(dest, context.ConditionalSelect(pred, resMin, resMax));
|
|
|
|
|
|
|
|
SetZnFlags(context, dest, op.SetCondCode);
|
|
|
|
|
2019-07-02 04:39:22 +02:00
|
|
|
// TODO: X flags.
|
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
|
|
|
}
|
|
|
|
|
|
|
|
public static void Iscadd(EmitterContext context)
|
|
|
|
{
|
|
|
|
OpCodeAlu op = (OpCodeAlu)context.CurrOp;
|
|
|
|
|
|
|
|
bool negateA = false, negateB = false;
|
|
|
|
|
|
|
|
if (!(op is OpCodeAluImm32))
|
|
|
|
{
|
|
|
|
negateB = op.RawOpCode.Extract(48);
|
|
|
|
negateA = op.RawOpCode.Extract(49);
|
|
|
|
}
|
|
|
|
|
|
|
|
int shift = op is OpCodeAluImm32
|
|
|
|
? op.RawOpCode.Extract(53, 5)
|
|
|
|
: op.RawOpCode.Extract(39, 5);
|
|
|
|
|
|
|
|
Operand srcA = GetSrcA(context);
|
|
|
|
Operand srcB = GetSrcB(context);
|
|
|
|
|
|
|
|
srcA = context.ShiftLeft(srcA, Const(shift));
|
|
|
|
|
|
|
|
srcA = context.INegate(srcA, negateA);
|
|
|
|
srcB = context.INegate(srcB, negateB);
|
|
|
|
|
|
|
|
Operand res = context.IAdd(srcA, srcB);
|
|
|
|
|
|
|
|
context.Copy(GetDest(context), res);
|
|
|
|
|
2019-07-02 04:39:22 +02:00
|
|
|
// TODO: CC, X
|
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
|
|
|
}
|
|
|
|
|
|
|
|
public static void Iset(EmitterContext context)
|
|
|
|
{
|
|
|
|
OpCodeSet op = (OpCodeSet)context.CurrOp;
|
|
|
|
|
|
|
|
bool boolFloat = op.RawOpCode.Extract(44);
|
|
|
|
bool isSigned = op.RawOpCode.Extract(48);
|
|
|
|
|
|
|
|
IntegerCondition cmpOp = (IntegerCondition)op.RawOpCode.Extract(49, 3);
|
|
|
|
|
|
|
|
Operand srcA = GetSrcA(context);
|
|
|
|
Operand srcB = GetSrcB(context);
|
|
|
|
|
|
|
|
Operand res = GetIntComparison(context, cmpOp, srcA, srcB, isSigned);
|
|
|
|
|
|
|
|
Operand pred = GetPredicate39(context);
|
|
|
|
|
|
|
|
res = GetPredLogicalOp(context, op.LogicalOp, res, pred);
|
|
|
|
|
|
|
|
Operand dest = GetDest(context);
|
|
|
|
|
|
|
|
if (boolFloat)
|
|
|
|
{
|
2019-12-16 06:42:01 +01:00
|
|
|
res = context.ConditionalSelect(res, ConstF(1), Const(0));
|
|
|
|
|
|
|
|
context.Copy(dest, res);
|
|
|
|
|
|
|
|
SetFPZnFlags(context, res, op.SetCondCode);
|
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
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
context.Copy(dest, res);
|
|
|
|
|
2019-12-16 06:42:01 +01:00
|
|
|
SetZnFlags(context, res, op.SetCondCode, op.Extended);
|
|
|
|
}
|
2019-11-27 04:38:56 +01:00
|
|
|
|
|
|
|
// TODO: X
|
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
|
|
|
}
|
|
|
|
|
|
|
|
public static void Isetp(EmitterContext context)
|
|
|
|
{
|
|
|
|
OpCodeSet op = (OpCodeSet)context.CurrOp;
|
|
|
|
|
|
|
|
bool isSigned = op.RawOpCode.Extract(48);
|
|
|
|
|
|
|
|
IntegerCondition cmpOp = (IntegerCondition)op.RawOpCode.Extract(49, 3);
|
|
|
|
|
|
|
|
Operand srcA = GetSrcA(context);
|
|
|
|
Operand srcB = GetSrcB(context);
|
|
|
|
|
|
|
|
Operand p0Res = GetIntComparison(context, cmpOp, srcA, srcB, isSigned);
|
|
|
|
|
|
|
|
Operand p1Res = context.BitwiseNot(p0Res);
|
|
|
|
|
|
|
|
Operand pred = GetPredicate39(context);
|
|
|
|
|
|
|
|
p0Res = GetPredLogicalOp(context, op.LogicalOp, p0Res, pred);
|
|
|
|
p1Res = GetPredLogicalOp(context, op.LogicalOp, p1Res, pred);
|
|
|
|
|
|
|
|
context.Copy(Register(op.Predicate3), p0Res);
|
|
|
|
context.Copy(Register(op.Predicate0), p1Res);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Lop(EmitterContext context)
|
|
|
|
{
|
|
|
|
IOpCodeLop op = (IOpCodeLop)context.CurrOp;
|
|
|
|
|
|
|
|
Operand srcA = context.BitwiseNot(GetSrcA(context), op.InvertA);
|
|
|
|
Operand srcB = context.BitwiseNot(GetSrcB(context), op.InvertB);
|
|
|
|
|
|
|
|
Operand res = srcB;
|
|
|
|
|
|
|
|
switch (op.LogicalOp)
|
|
|
|
{
|
|
|
|
case LogicalOperation.And: res = context.BitwiseAnd (srcA, srcB); break;
|
|
|
|
case LogicalOperation.Or: res = context.BitwiseOr (srcA, srcB); break;
|
|
|
|
case LogicalOperation.ExclusiveOr: res = context.BitwiseExclusiveOr(srcA, srcB); break;
|
|
|
|
}
|
|
|
|
|
|
|
|
EmitLopPredWrite(context, op, res);
|
|
|
|
|
|
|
|
Operand dest = GetDest(context);
|
|
|
|
|
|
|
|
context.Copy(dest, res);
|
|
|
|
|
|
|
|
SetZnFlags(context, dest, op.SetCondCode, op.Extended);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Lop3(EmitterContext context)
|
|
|
|
{
|
|
|
|
IOpCodeLop op = (IOpCodeLop)context.CurrOp;
|
|
|
|
|
|
|
|
Operand srcA = GetSrcA(context);
|
|
|
|
Operand srcB = GetSrcB(context);
|
|
|
|
Operand srcC = GetSrcC(context);
|
|
|
|
|
|
|
|
bool regVariant = op is OpCodeLopReg;
|
|
|
|
|
|
|
|
int truthTable = regVariant
|
|
|
|
? op.RawOpCode.Extract(28, 8)
|
|
|
|
: op.RawOpCode.Extract(48, 8);
|
|
|
|
|
|
|
|
Operand res = Lop3Expression.GetFromTruthTable(context, srcA, srcB, srcC, truthTable);
|
|
|
|
|
|
|
|
if (regVariant)
|
|
|
|
{
|
|
|
|
EmitLopPredWrite(context, op, res);
|
|
|
|
}
|
|
|
|
|
|
|
|
Operand dest = GetDest(context);
|
|
|
|
|
|
|
|
context.Copy(dest, res);
|
|
|
|
|
|
|
|
SetZnFlags(context, dest, op.SetCondCode, op.Extended);
|
|
|
|
}
|
|
|
|
|
2019-11-08 21:29:41 +01:00
|
|
|
public static void Popc(EmitterContext context)
|
|
|
|
{
|
|
|
|
OpCodeAlu op = (OpCodeAlu)context.CurrOp;
|
|
|
|
|
|
|
|
bool invert = op.RawOpCode.Extract(40);
|
|
|
|
|
|
|
|
Operand srcB = context.BitwiseNot(GetSrcB(context), invert);
|
|
|
|
|
|
|
|
Operand res = context.BitCount(srcB);
|
|
|
|
|
|
|
|
context.Copy(GetDest(context), res);
|
|
|
|
}
|
|
|
|
|
2019-11-24 23:49:56 +01:00
|
|
|
public static void Pset(EmitterContext context)
|
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
|
|
|
{
|
2019-11-24 23:49:56 +01:00
|
|
|
OpCodePset op = (OpCodePset)context.CurrOp;
|
|
|
|
|
|
|
|
bool boolFloat = op.RawOpCode.Extract(44);
|
|
|
|
|
|
|
|
Operand srcA = context.BitwiseNot(Register(op.Predicate12), op.InvertA);
|
|
|
|
Operand srcB = context.BitwiseNot(Register(op.Predicate29), op.InvertB);
|
|
|
|
Operand srcC = context.BitwiseNot(Register(op.Predicate39), op.InvertP);
|
|
|
|
|
|
|
|
Operand res = GetPredLogicalOp(context, op.LogicalOpAB, srcA, srcB);
|
|
|
|
|
|
|
|
res = GetPredLogicalOp(context, op.LogicalOp, res, srcC);
|
|
|
|
|
|
|
|
Operand dest = GetDest(context);
|
|
|
|
|
|
|
|
if (boolFloat)
|
|
|
|
{
|
|
|
|
context.Copy(dest, context.ConditionalSelect(res, ConstF(1), Const(0)));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
context.Copy(dest, res);
|
|
|
|
}
|
|
|
|
}
|
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
|
|
|
|
2019-11-24 23:49:56 +01:00
|
|
|
public static void Psetp(EmitterContext context)
|
|
|
|
{
|
|
|
|
OpCodePset op = (OpCodePset)context.CurrOp;
|
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
|
|
|
|
2019-11-24 23:49:56 +01:00
|
|
|
Operand srcA = context.BitwiseNot(Register(op.Predicate12), op.InvertA);
|
|
|
|
Operand srcB = context.BitwiseNot(Register(op.Predicate29), op.InvertB);
|
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
|
|
|
|
|
|
|
Operand p0Res = GetPredLogicalOp(context, op.LogicalOpAB, srcA, srcB);
|
|
|
|
|
|
|
|
Operand p1Res = context.BitwiseNot(p0Res);
|
|
|
|
|
|
|
|
Operand pred = GetPredicate39(context);
|
|
|
|
|
|
|
|
p0Res = GetPredLogicalOp(context, op.LogicalOp, p0Res, pred);
|
|
|
|
p1Res = GetPredLogicalOp(context, op.LogicalOp, p1Res, pred);
|
|
|
|
|
|
|
|
context.Copy(Register(op.Predicate3), p0Res);
|
|
|
|
context.Copy(Register(op.Predicate0), p1Res);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Rro(EmitterContext context)
|
|
|
|
{
|
2019-07-02 04:39:22 +02:00
|
|
|
// This is the range reduction operator,
|
|
|
|
// we translate it as a simple move, as it
|
|
|
|
// should be always followed by a matching
|
|
|
|
// MUFU instruction.
|
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
|
|
|
OpCodeAlu op = (OpCodeAlu)context.CurrOp;
|
|
|
|
|
|
|
|
bool negateB = op.RawOpCode.Extract(45);
|
|
|
|
bool absoluteB = op.RawOpCode.Extract(49);
|
|
|
|
|
|
|
|
Operand srcB = GetSrcB(context);
|
|
|
|
|
|
|
|
srcB = context.FPAbsNeg(srcB, absoluteB, negateB);
|
|
|
|
|
|
|
|
context.Copy(GetDest(context), srcB);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Shl(EmitterContext context)
|
|
|
|
{
|
|
|
|
OpCodeAlu op = (OpCodeAlu)context.CurrOp;
|
|
|
|
|
|
|
|
bool isMasked = op.RawOpCode.Extract(39);
|
|
|
|
|
|
|
|
Operand srcB = GetSrcB(context);
|
|
|
|
|
|
|
|
if (isMasked)
|
|
|
|
{
|
|
|
|
srcB = context.BitwiseAnd(srcB, Const(0x1f));
|
|
|
|
}
|
|
|
|
|
|
|
|
Operand res = context.ShiftLeft(GetSrcA(context), srcB);
|
|
|
|
|
|
|
|
if (!isMasked)
|
|
|
|
{
|
2019-07-02 04:39:22 +02:00
|
|
|
// Clamped shift value.
|
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
|
|
|
Operand isLessThan32 = context.ICompareLessUnsigned(srcB, Const(32));
|
|
|
|
|
|
|
|
res = context.ConditionalSelect(isLessThan32, res, Const(0));
|
|
|
|
}
|
|
|
|
|
2019-07-02 04:39:22 +02:00
|
|
|
// TODO: X, CC
|
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
|
|
|
|
|
|
|
context.Copy(GetDest(context), res);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Shr(EmitterContext context)
|
|
|
|
{
|
|
|
|
OpCodeAlu op = (OpCodeAlu)context.CurrOp;
|
|
|
|
|
|
|
|
bool isMasked = op.RawOpCode.Extract(39);
|
|
|
|
bool isReverse = op.RawOpCode.Extract(40);
|
|
|
|
bool isSigned = op.RawOpCode.Extract(48);
|
|
|
|
|
|
|
|
Operand srcA = GetSrcA(context);
|
|
|
|
Operand srcB = GetSrcB(context);
|
|
|
|
|
|
|
|
if (isReverse)
|
|
|
|
{
|
|
|
|
srcA = context.BitfieldReverse(srcA);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (isMasked)
|
|
|
|
{
|
|
|
|
srcB = context.BitwiseAnd(srcB, Const(0x1f));
|
|
|
|
}
|
|
|
|
|
|
|
|
Operand res = isSigned
|
|
|
|
? context.ShiftRightS32(srcA, srcB)
|
|
|
|
: context.ShiftRightU32(srcA, srcB);
|
|
|
|
|
|
|
|
if (!isMasked)
|
|
|
|
{
|
2019-07-02 04:39:22 +02:00
|
|
|
// Clamped shift value.
|
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
|
|
|
Operand resShiftBy32;
|
|
|
|
|
|
|
|
if (isSigned)
|
|
|
|
{
|
|
|
|
resShiftBy32 = context.ShiftRightS32(srcA, Const(31));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
resShiftBy32 = Const(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
Operand isLessThan32 = context.ICompareLessUnsigned(srcB, Const(32));
|
|
|
|
|
|
|
|
res = context.ConditionalSelect(isLessThan32, res, resShiftBy32);
|
|
|
|
}
|
|
|
|
|
2019-07-02 04:39:22 +02:00
|
|
|
// TODO: X, CC
|
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
|
|
|
|
|
|
|
context.Copy(GetDest(context), res);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Xmad(EmitterContext context)
|
|
|
|
{
|
|
|
|
OpCodeAlu op = (OpCodeAlu)context.CurrOp;
|
|
|
|
|
|
|
|
bool signedA = context.CurrOp.RawOpCode.Extract(48);
|
|
|
|
bool signedB = context.CurrOp.RawOpCode.Extract(49);
|
|
|
|
bool highA = context.CurrOp.RawOpCode.Extract(53);
|
|
|
|
|
2020-04-25 15:40:29 +02:00
|
|
|
bool isReg = (op is OpCodeAluReg) && !(op is OpCodeAluRegCbuf);
|
|
|
|
bool isImm = (op is OpCodeAluImm);
|
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
|
|
|
|
2020-04-25 15:40:29 +02:00
|
|
|
XmadCMode mode = isReg || isImm
|
|
|
|
? (XmadCMode)context.CurrOp.RawOpCode.Extract(50, 3)
|
|
|
|
: (XmadCMode)context.CurrOp.RawOpCode.Extract(50, 2);
|
|
|
|
|
|
|
|
bool highB = false;
|
|
|
|
|
|
|
|
if (isReg)
|
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
|
|
|
{
|
|
|
|
highB = context.CurrOp.RawOpCode.Extract(35);
|
|
|
|
}
|
2020-04-25 15:40:29 +02:00
|
|
|
else if (!isImm)
|
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
|
|
|
{
|
2020-04-25 15:40:29 +02:00
|
|
|
highB = context.CurrOp.RawOpCode.Extract(52);
|
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
|
|
|
}
|
|
|
|
|
|
|
|
Operand srcA = GetSrcA(context);
|
|
|
|
Operand srcB = GetSrcB(context);
|
|
|
|
Operand srcC = GetSrcC(context);
|
|
|
|
|
2019-07-02 04:39:22 +02:00
|
|
|
// XMAD immediates are 16-bits unsigned integers.
|
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
|
|
|
if (srcB.Type == OperandType.Constant)
|
|
|
|
{
|
|
|
|
srcB = Const(srcB.Value & 0xffff);
|
|
|
|
}
|
|
|
|
|
|
|
|
Operand Extend16To32(Operand src, bool high, bool signed)
|
|
|
|
{
|
|
|
|
if (signed && high)
|
|
|
|
{
|
|
|
|
return context.ShiftRightS32(src, Const(16));
|
|
|
|
}
|
|
|
|
else if (signed)
|
|
|
|
{
|
|
|
|
return context.BitfieldExtractS32(src, Const(0), Const(16));
|
|
|
|
}
|
|
|
|
else if (high)
|
|
|
|
{
|
|
|
|
return context.ShiftRightU32(src, Const(16));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return context.BitwiseAnd(src, Const(0xffff));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
srcA = Extend16To32(srcA, highA, signedA);
|
|
|
|
srcB = Extend16To32(srcB, highB, signedB);
|
|
|
|
|
|
|
|
bool productShiftLeft = false;
|
|
|
|
bool merge = false;
|
|
|
|
|
|
|
|
if (!(op is OpCodeAluRegCbuf))
|
|
|
|
{
|
|
|
|
productShiftLeft = context.CurrOp.RawOpCode.Extract(36);
|
|
|
|
merge = context.CurrOp.RawOpCode.Extract(37);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool extended;
|
|
|
|
|
|
|
|
if ((op is OpCodeAluReg) || (op is OpCodeAluImm))
|
|
|
|
{
|
|
|
|
extended = context.CurrOp.RawOpCode.Extract(38);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
extended = context.CurrOp.RawOpCode.Extract(54);
|
|
|
|
}
|
|
|
|
|
|
|
|
Operand res = context.IMultiply(srcA, srcB);
|
|
|
|
|
|
|
|
if (productShiftLeft)
|
|
|
|
{
|
|
|
|
res = context.ShiftLeft(res, Const(16));
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (mode)
|
|
|
|
{
|
|
|
|
case XmadCMode.Cfull: break;
|
|
|
|
|
|
|
|
case XmadCMode.Clo: srcC = Extend16To32(srcC, high: false, signed: false); break;
|
|
|
|
case XmadCMode.Chi: srcC = Extend16To32(srcC, high: true, signed: false); break;
|
|
|
|
|
|
|
|
case XmadCMode.Cbcc:
|
|
|
|
{
|
|
|
|
srcC = context.IAdd(srcC, context.ShiftLeft(GetSrcB(context), Const(16)));
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
case XmadCMode.Csfu:
|
|
|
|
{
|
|
|
|
Operand signAdjustA = context.ShiftLeft(context.ShiftRightU32(srcA, Const(31)), Const(16));
|
|
|
|
Operand signAdjustB = context.ShiftLeft(context.ShiftRightU32(srcB, Const(31)), Const(16));
|
|
|
|
|
|
|
|
srcC = context.ISubtract(srcC, context.IAdd(signAdjustA, signAdjustB));
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
default: /* TODO: Warning */ break;
|
|
|
|
}
|
|
|
|
|
|
|
|
Operand product = res;
|
|
|
|
|
|
|
|
if (extended)
|
|
|
|
{
|
2019-07-02 04:39:22 +02:00
|
|
|
// Add with carry.
|
2020-01-06 22:52:47 +01:00
|
|
|
res = context.IAdd(res, context.BitwiseAnd(GetCF(), Const(1)));
|
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
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2019-07-02 04:39:22 +02:00
|
|
|
// Add (no carry in).
|
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
|
|
|
res = context.IAdd(res, srcC);
|
|
|
|
}
|
|
|
|
|
|
|
|
SetIaddFlags(context, res, product, srcC, op.SetCondCode, extended);
|
|
|
|
|
|
|
|
if (merge)
|
|
|
|
{
|
|
|
|
res = context.BitwiseAnd(res, Const(0xffff));
|
|
|
|
res = context.BitwiseOr(res, context.ShiftLeft(GetSrcB(context), Const(16)));
|
|
|
|
}
|
|
|
|
|
|
|
|
context.Copy(GetDest(context), res);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static Operand GetIntComparison(
|
|
|
|
EmitterContext context,
|
|
|
|
IntegerCondition cond,
|
|
|
|
Operand srcA,
|
|
|
|
Operand srcB,
|
|
|
|
bool isSigned)
|
|
|
|
{
|
|
|
|
Operand res;
|
|
|
|
|
|
|
|
if (cond == IntegerCondition.Always)
|
|
|
|
{
|
|
|
|
res = Const(IrConsts.True);
|
|
|
|
}
|
|
|
|
else if (cond == IntegerCondition.Never)
|
|
|
|
{
|
|
|
|
res = Const(IrConsts.False);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-23 17:32:30 +01:00
|
|
|
var inst = cond switch
|
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
|
|
|
{
|
2020-03-23 17:32:30 +01:00
|
|
|
IntegerCondition.Less => Instruction.CompareLessU32,
|
|
|
|
IntegerCondition.Equal => Instruction.CompareEqual,
|
|
|
|
IntegerCondition.LessOrEqual => Instruction.CompareLessOrEqualU32,
|
|
|
|
IntegerCondition.Greater => Instruction.CompareGreaterU32,
|
|
|
|
IntegerCondition.NotEqual => Instruction.CompareNotEqual,
|
|
|
|
IntegerCondition.GreaterOrEqual => Instruction.CompareGreaterOrEqualU32,
|
|
|
|
_ => throw new InvalidOperationException($"Unexpected condition \"{cond}\".")
|
|
|
|
};
|
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
|
|
|
|
|
|
|
if (isSigned)
|
|
|
|
{
|
|
|
|
switch (cond)
|
|
|
|
{
|
|
|
|
case IntegerCondition.Less: inst = Instruction.CompareLess; break;
|
|
|
|
case IntegerCondition.LessOrEqual: inst = Instruction.CompareLessOrEqual; break;
|
|
|
|
case IntegerCondition.Greater: inst = Instruction.CompareGreater; break;
|
|
|
|
case IntegerCondition.GreaterOrEqual: inst = Instruction.CompareGreaterOrEqual; break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
res = context.Add(inst, Local(), srcA, srcB);
|
|
|
|
}
|
|
|
|
|
|
|
|
return res;
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void EmitLopPredWrite(EmitterContext context, IOpCodeLop op, Operand result)
|
|
|
|
{
|
|
|
|
if (op is OpCodeLop opLop && !opLop.Predicate48.IsPT)
|
|
|
|
{
|
|
|
|
Operand pRes;
|
|
|
|
|
|
|
|
if (opLop.CondOp == ConditionalOperation.False)
|
|
|
|
{
|
|
|
|
pRes = Const(IrConsts.False);
|
|
|
|
}
|
|
|
|
else if (opLop.CondOp == ConditionalOperation.True)
|
|
|
|
{
|
|
|
|
pRes = Const(IrConsts.True);
|
|
|
|
}
|
|
|
|
else if (opLop.CondOp == ConditionalOperation.Zero)
|
|
|
|
{
|
|
|
|
pRes = context.ICompareEqual(result, Const(0));
|
|
|
|
}
|
|
|
|
else /* if (opLop.CondOp == ConditionalOperation.NotZero) */
|
|
|
|
{
|
|
|
|
pRes = context.ICompareNotEqual(result, Const(0));
|
|
|
|
}
|
|
|
|
|
|
|
|
context.Copy(Register(opLop.Predicate48), pRes);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void SetIaddFlags(
|
|
|
|
EmitterContext context,
|
|
|
|
Operand res,
|
|
|
|
Operand srcA,
|
|
|
|
Operand srcB,
|
|
|
|
bool setCC,
|
|
|
|
bool extended,
|
|
|
|
bool isSubtraction = false)
|
|
|
|
{
|
|
|
|
if (!setCC)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!extended || isSubtraction)
|
|
|
|
{
|
2019-07-02 04:39:22 +02:00
|
|
|
// C = d < a
|
2020-01-06 22:52:47 +01:00
|
|
|
context.Copy(GetCF(), context.ICompareLessUnsigned(res, srcA));
|
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
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2019-07-02 04:39:22 +02:00
|
|
|
// C = (d == a && CIn) || d < a
|
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
|
|
|
Operand tempC0 = context.ICompareEqual (res, srcA);
|
|
|
|
Operand tempC1 = context.ICompareLessUnsigned(res, srcA);
|
|
|
|
|
2020-01-06 22:52:47 +01:00
|
|
|
tempC0 = context.BitwiseAnd(tempC0, GetCF());
|
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
|
|
|
|
2020-01-06 22:52:47 +01:00
|
|
|
context.Copy(GetCF(), context.BitwiseOr(tempC0, tempC1));
|
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
|
|
|
}
|
|
|
|
|
2019-07-02 04:39:22 +02:00
|
|
|
// V = (d ^ a) & ~(a ^ b) < 0
|
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
|
|
|
Operand tempV0 = context.BitwiseExclusiveOr(res, srcA);
|
|
|
|
Operand tempV1 = context.BitwiseExclusiveOr(srcA, srcB);
|
|
|
|
|
|
|
|
tempV1 = context.BitwiseNot(tempV1);
|
|
|
|
|
|
|
|
Operand tempV = context.BitwiseAnd(tempV0, tempV1);
|
|
|
|
|
2020-01-06 22:52:47 +01:00
|
|
|
context.Copy(GetVF(), context.ICompareLess(tempV, Const(0)));
|
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
|
|
|
|
|
|
|
SetZnFlags(context, res, setCC: true, extended: extended);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|