suyu/src/shader_recompiler/backend/glasm/emit_glasm_warp.cpp

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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM {
void EmitLaneId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,{}.threadid;", inst, ctx.stage_name);
}
void EmitVoteAll(EmitContext& ctx, IR::Inst& inst, ScalarS32 pred) {
ctx.Add("TGALL.S {}.x,{};", inst, pred);
}
void EmitVoteAny(EmitContext& ctx, IR::Inst& inst, ScalarS32 pred) {
ctx.Add("TGANY.S {}.x,{};", inst, pred);
}
void EmitVoteEqual(EmitContext& ctx, IR::Inst& inst, ScalarS32 pred) {
ctx.Add("TGEQ.S {}.x,{};", inst, pred);
}
void EmitSubgroupBallot(EmitContext& ctx, IR::Inst& inst, ScalarS32 pred) {
ctx.Add("TGBALLOT {}.x,{};", inst, pred);
}
void EmitSubgroupEqMask(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.U {},{}.threadeqmask;", inst, ctx.stage_name);
}
void EmitSubgroupLtMask(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.U {},{}.threadltmask;", inst, ctx.stage_name);
}
void EmitSubgroupLeMask(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.U {},{}.threadlemask;", inst, ctx.stage_name);
}
void EmitSubgroupGtMask(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.U {},{}.threadgtmask;", inst, ctx.stage_name);
}
void EmitSubgroupGeMask(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.U {},{}.threadgemask;", inst, ctx.stage_name);
}
static void Shuffle(EmitContext& ctx, IR::Inst& inst, ScalarU32 value, ScalarU32 index,
const IR::Value& clamp, const IR::Value& segmentation_mask,
std::string_view op) {
IR::Inst* const in_bounds{inst.GetAssociatedPseudoOperation(IR::Opcode::GetInBoundsFromOp)};
if (in_bounds) {
in_bounds->Invalidate();
}
std::string mask;
if (clamp.IsImmediate() && segmentation_mask.IsImmediate()) {
mask = fmt::to_string(clamp.U32() | (segmentation_mask.U32() << 8));
} else {
mask = "RC";
ctx.Add("BFI.U RC.x,{{5,8,0,0}},{},{};",
ScalarU32{ctx.reg_alloc.Consume(segmentation_mask)},
ScalarU32{ctx.reg_alloc.Consume(clamp)});
}
const Register value_ret{ctx.reg_alloc.Define(inst)};
if (in_bounds) {
const Register bounds_ret{ctx.reg_alloc.Define(*in_bounds)};
ctx.Add("SHF{}.U {},{},{},{};"
"MOV.U {}.x,{}.y;",
op, bounds_ret, value, index, mask, value_ret, bounds_ret);
} else {
ctx.Add("SHF{}.U {},{},{},{};"
"MOV.U {}.x,{}.y;",
op, value_ret, value, index, mask, value_ret, value_ret);
}
}
void EmitShuffleIndex(EmitContext& ctx, IR::Inst& inst, ScalarU32 value, ScalarU32 index,
const IR::Value& clamp, const IR::Value& segmentation_mask) {
Shuffle(ctx, inst, value, index, clamp, segmentation_mask, "IDX");
}
void EmitShuffleUp(EmitContext& ctx, IR::Inst& inst, ScalarU32 value, ScalarU32 index,
const IR::Value& clamp, const IR::Value& segmentation_mask) {
Shuffle(ctx, inst, value, index, clamp, segmentation_mask, "UP");
}
void EmitShuffleDown(EmitContext& ctx, IR::Inst& inst, ScalarU32 value, ScalarU32 index,
const IR::Value& clamp, const IR::Value& segmentation_mask) {
Shuffle(ctx, inst, value, index, clamp, segmentation_mask, "DOWN");
}
void EmitShuffleButterfly(EmitContext& ctx, IR::Inst& inst, ScalarU32 value, ScalarU32 index,
const IR::Value& clamp, const IR::Value& segmentation_mask) {
Shuffle(ctx, inst, value, index, clamp, segmentation_mask, "XOR");
}
2021-05-19 07:00:51 +02:00
void EmitFSwizzleAdd(EmitContext& ctx, IR::Inst& inst, ScalarF32 op_a, ScalarF32 op_b,
ScalarU32 swizzle) {
const auto ret{ctx.reg_alloc.Define(inst)};
ctx.Add("AND.U RC.z,{}.threadid,3;"
"SHL.U RC.z,RC.z,1;"
"SHR.U RC.z,{},RC.z;"
"AND.U RC.z,RC.z,3;"
"MUL.F RC.x,{},FSWZA[RC.z];"
"MUL.F RC.y,{},FSWZB[RC.z];"
"ADD.F {}.x,RC.x,RC.y;",
ctx.stage_name, swizzle, op_a, op_b, ret);
}
void EmitDPdxFine(EmitContext& ctx, IR::Inst& inst, ScalarF32 p) {
ctx.Add("DDX.FINE {}.x,{};", inst, p);
}
void EmitDPdyFine(EmitContext& ctx, IR::Inst& inst, ScalarF32 p) {
ctx.Add("DDY.FINE {}.x,{};", inst, p);
}
void EmitDPdxCoarse(EmitContext& ctx, IR::Inst& inst, ScalarF32 p) {
ctx.Add("DDX.COARSE {}.x,{};", inst, p);
}
void EmitDPdyCoarse(EmitContext& ctx, IR::Inst& inst, ScalarF32 p) {
ctx.Add("DDY.COARSE {}.x,{};", inst, p);
}
} // namespace Shader::Backend::GLASM