ryujinx/Ryujinx.Graphics.Shader/Instructions/InstEmitHelper.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
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using Ryujinx.Graphics.Shader.Decoders;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.Translation;
using System;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Instructions
{
static class InstEmitHelper
{
public static Operand GetZF(EmitterContext context)
{
return Register(0, RegisterType.Flag);
}
public static Operand GetNF(EmitterContext context)
{
return Register(1, RegisterType.Flag);
}
public static Operand GetCF(EmitterContext context)
{
return Register(2, RegisterType.Flag);
}
public static Operand GetVF(EmitterContext context)
{
return Register(3, RegisterType.Flag);
}
public static Operand GetDest(EmitterContext context)
{
return Register(((IOpCodeRd)context.CurrOp).Rd);
}
public static Operand GetSrcA(EmitterContext context)
{
return Register(((IOpCodeRa)context.CurrOp).Ra);
}
public static Operand GetSrcB(EmitterContext context, FPType floatType)
{
if (floatType == FPType.FP32)
{
return GetSrcB(context);
}
else if (floatType == FPType.FP16)
{
int h = context.CurrOp.RawOpCode.Extract(41, 1);
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return GetHalfUnpacked(context, GetSrcB(context), FPHalfSwizzle.FP16)[h];
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
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}
else if (floatType == FPType.FP64)
{
// TODO.
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
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}
throw new ArgumentException($"Invalid floating point type \"{floatType}\".");
}
public static Operand GetSrcB(EmitterContext context)
{
switch (context.CurrOp)
{
case IOpCodeCbuf op:
return Cbuf(op.Slot, op.Offset);
case IOpCodeImm op:
return Const(op.Immediate);
case IOpCodeImmF op:
return ConstF(op.Immediate);
case IOpCodeReg op:
return Register(op.Rb);
case IOpCodeRegCbuf op:
return Register(op.Rc);
}
throw new InvalidOperationException($"Unexpected opcode type \"{context.CurrOp.GetType().Name}\".");
}
public static Operand GetSrcC(EmitterContext context)
{
switch (context.CurrOp)
{
case IOpCodeRegCbuf op:
return Cbuf(op.Slot, op.Offset);
case IOpCodeRc op:
return Register(op.Rc);
}
throw new InvalidOperationException($"Unexpected opcode type \"{context.CurrOp.GetType().Name}\".");
}
public static Operand[] GetHalfSrcA(EmitterContext context)
{
OpCode op = context.CurrOp;
bool absoluteA = false, negateA = false;
if (op is IOpCodeCbuf || op is IOpCodeImm)
{
negateA = op.RawOpCode.Extract(43);
absoluteA = op.RawOpCode.Extract(44);
}
else if (op is IOpCodeReg)
{
absoluteA = op.RawOpCode.Extract(44);
}
else if (op is OpCodeAluImm32 && op.Emitter == InstEmit.Hadd2)
{
negateA = op.RawOpCode.Extract(56);
}
FPHalfSwizzle swizzle = (FPHalfSwizzle)op.RawOpCode.Extract(47, 2);
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Operand[] operands = GetHalfUnpacked(context, GetSrcA(context), swizzle);
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
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return FPAbsNeg(context, operands, absoluteA, negateA);
}
public static Operand[] GetHalfSrcB(EmitterContext context)
{
OpCode op = context.CurrOp;
FPHalfSwizzle swizzle = FPHalfSwizzle.FP16;
bool absoluteB = false, negateB = false;
if (op is IOpCodeReg)
{
swizzle = (FPHalfSwizzle)op.RawOpCode.Extract(28, 2);
absoluteB = op.RawOpCode.Extract(30);
negateB = op.RawOpCode.Extract(31);
}
else if (op is IOpCodeCbuf)
{
swizzle = FPHalfSwizzle.FP32;
absoluteB = op.RawOpCode.Extract(54);
}
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Operand[] operands = GetHalfUnpacked(context, GetSrcB(context), swizzle);
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
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return FPAbsNeg(context, operands, absoluteB, negateB);
}
public static Operand[] FPAbsNeg(EmitterContext context, Operand[] operands, bool abs, bool neg)
{
for (int index = 0; index < operands.Length; index++)
{
operands[index] = context.FPAbsNeg(operands[index], abs, neg);
}
return operands;
}
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public static Operand[] GetHalfUnpacked(EmitterContext context, Operand src, FPHalfSwizzle swizzle)
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
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{
switch (swizzle)
{
case FPHalfSwizzle.FP16:
return new Operand[]
{
context.UnpackHalf2x16Low (src),
context.UnpackHalf2x16High(src)
};
case FPHalfSwizzle.FP32: return new Operand[] { src, src };
case FPHalfSwizzle.DupH0:
return new Operand[]
{
context.UnpackHalf2x16Low(src),
context.UnpackHalf2x16Low(src)
};
case FPHalfSwizzle.DupH1:
return new Operand[]
{
context.UnpackHalf2x16High(src),
context.UnpackHalf2x16High(src)
};
}
throw new ArgumentException($"Invalid swizzle \"{swizzle}\".");
}
public static Operand GetHalfPacked(EmitterContext context, Operand[] results)
{
OpCode op = context.CurrOp;
FPHalfSwizzle swizzle = FPHalfSwizzle.FP16;
if (!(op is OpCodeAluImm32))
{
swizzle = (FPHalfSwizzle)context.CurrOp.RawOpCode.Extract(49, 2);
}
switch (swizzle)
{
case FPHalfSwizzle.FP16: return context.PackHalf2x16(results[0], results[1]);
case FPHalfSwizzle.FP32: return results[0];
case FPHalfSwizzle.DupH0:
{
Operand h1 = GetHalfDest(context, isHigh: true);
return context.PackHalf2x16(results[0], h1);
}
case FPHalfSwizzle.DupH1:
{
Operand h0 = GetHalfDest(context, isHigh: false);
return context.PackHalf2x16(h0, results[1]);
}
}
throw new ArgumentException($"Invalid swizzle \"{swizzle}\".");
}
public static Operand GetHalfDest(EmitterContext context, bool isHigh)
{
if (isHigh)
{
return context.UnpackHalf2x16High(GetDest(context));
}
else
{
return context.UnpackHalf2x16Low(GetDest(context));
}
}
public static Operand GetPredicate39(EmitterContext context)
{
IOpCodePredicate39 op = (IOpCodePredicate39)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
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Operand local = Register(op.Predicate39);
if (op.InvertP)
{
local = context.BitwiseNot(local);
}
return local;
}
public static Operand SignExtendTo32(EmitterContext context, Operand src, int srcBits)
{
return context.BitfieldExtractS32(src, Const(0), Const(srcBits));
}
public static Operand ZeroExtendTo32(EmitterContext context, Operand src, int srcBits)
{
int mask = (int)(0xffffffffu >> (32 - srcBits));
return context.BitwiseAnd(src, Const(mask));
}
}
}