1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-11-15 06:56:47 +00:00
Ryujinx/Ryujinx.Graphics/Shader/Instructions/InstEmitMemory.cs

138 lines
4 KiB
C#
Raw Normal View History

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 00:57:08 +01:00
using Ryujinx.Graphics.Shader.Decoders;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.Translation;
using static Ryujinx.Graphics.Shader.Instructions.InstEmitHelper;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Instructions
{
static partial class InstEmit
{
public static void Ald(EmitterContext context)
{
OpCodeAttribute op = (OpCodeAttribute)context.CurrOp;
Operand[] elems = new Operand[op.Count];
for (int index = 0; index < op.Count; index++)
{
Operand src = Attribute(op.AttributeOffset + index * 4);
context.Copy(elems[index] = Local(), src);
}
for (int index = 0; index < op.Count; index++)
{
Register rd = new Register(op.Rd.Index + index, RegisterType.Gpr);
if (rd.IsRZ)
{
break;
}
context.Copy(Register(rd), elems[index]);
}
}
public static void Ast(EmitterContext context)
{
OpCodeAttribute op = (OpCodeAttribute)context.CurrOp;
for (int index = 0; index < op.Count; index++)
{
if (op.Rd.Index + index > RegisterConsts.RegisterZeroIndex)
{
break;
}
Register rd = new Register(op.Rd.Index + index, RegisterType.Gpr);
Operand dest = Attribute(op.AttributeOffset + index * 4);
context.Copy(dest, Register(rd));
}
}
public static void Ipa(EmitterContext context)
{
OpCodeIpa op = (OpCodeIpa)context.CurrOp;
Operand srcA = new Operand(OperandType.Attribute, op.AttributeOffset);
Operand srcB = GetSrcB(context);
context.Copy(GetDest(context), srcA);
}
public static void Ldc(EmitterContext context)
{
OpCodeLdc op = (OpCodeLdc)context.CurrOp;
if (op.Size > IntegerSize.B64)
{
// 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 00:57:08 +01:00
}
bool isSmallInt = op.Size < IntegerSize.B32;
int count = op.Size == IntegerSize.B64 ? 2 : 1;
Operand baseOffset = context.Copy(GetSrcA(context));
for (int index = 0; index < count; index++)
{
Register rd = new Register(op.Rd.Index + index, RegisterType.Gpr);
if (rd.IsRZ)
{
break;
}
Operand offset = context.IAdd(baseOffset, Const((op.Offset + index) * 4));
Operand value = context.LoadConstant(Const(op.Slot), offset);
if (isSmallInt)
{
Operand shift = context.BitwiseAnd(baseOffset, Const(3));
value = context.ShiftRightU32(value, shift);
switch (op.Size)
{
case IntegerSize.U8: value = ZeroExtendTo32(context, value, 8); break;
case IntegerSize.U16: value = ZeroExtendTo32(context, value, 16); break;
case IntegerSize.S8: value = SignExtendTo32(context, value, 8); break;
case IntegerSize.S16: value = SignExtendTo32(context, value, 16); break;
}
}
context.Copy(Register(rd), value);
}
}
public static void Out(EmitterContext context)
{
OpCode op = context.CurrOp;
bool emit = op.RawOpCode.Extract(39);
bool cut = op.RawOpCode.Extract(40);
if (!(emit || cut))
{
// 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 00:57:08 +01:00
}
if (emit)
{
context.EmitVertex();
}
if (cut)
{
context.EndPrimitive();
}
}
}
}