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Ryujinx/Ryujinx.Graphics/Shader/IntermediateRepresentation/Operand.cs

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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 00:57:08 +01:00
using Ryujinx.Graphics.Shader.Decoders;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
{
class Operand
{
private const int CbufSlotBits = 5;
private const int CbufSlotLsb = 32 - CbufSlotBits;
private const int CbufSlotMask = (1 << CbufSlotBits) - 1;
public OperandType Type { get; }
public int Value { get; }
public INode AsgOp { get; set; }
public HashSet<INode> UseOps { get; }
private Operand()
{
UseOps = new HashSet<INode>();
}
public Operand(OperandType type) : this()
{
Type = type;
}
public Operand(OperandType type, int value) : this()
{
Type = type;
Value = value;
}
public Operand(Register reg) : this()
{
Type = OperandType.Register;
Value = PackRegInfo(reg.Index, reg.Type);
}
public Operand(int slot, int offset) : this()
{
Type = OperandType.ConstantBuffer;
Value = PackCbufInfo(slot, offset);
}
private static int PackCbufInfo(int slot, int offset)
{
return (slot << CbufSlotLsb) | offset;
}
private static int PackRegInfo(int index, RegisterType type)
{
return ((int)type << 24) | index;
}
public int GetCbufSlot()
{
return (Value >> CbufSlotLsb) & CbufSlotMask;
}
public int GetCbufOffset()
{
return Value & ~(CbufSlotMask << CbufSlotLsb);
}
public Register GetRegister()
{
return new Register(Value & 0xffffff, (RegisterType)(Value >> 24));
}
public float AsFloat()
{
return BitConverter.Int32BitsToSingle(Value);
}
}
}