Ryujinx/Ryujinx.Graphics/Shader/Instructions/Lop3Expression.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
2019-04-17 16:57:08 -07:00
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.Translation;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Instructions
{
static class Lop3Expression
{
public static Operand GetFromTruthTable(
EmitterContext context,
Operand srcA,
Operand srcB,
Operand srcC,
int imm)
{
Operand expr = null;
//Handle some simple cases, or cases where
//the KMap would yield poor results (like XORs).
if (imm == 0x96 || imm == 0x69)
{
//XOR (0x96) and XNOR (0x69).
if (imm == 0x69)
{
srcA = context.BitwiseNot(srcA);
}
expr = context.BitwiseExclusiveOr(srcA, srcB);
expr = context.BitwiseExclusiveOr(expr, srcC);
return expr;
}
else if (imm == 0)
{
//Always false.
return Const(IrConsts.False);
}
else if (imm == 0xff)
{
//Always true.
return Const(IrConsts.True);
}
int map;
//Encode into gray code.
map = ((imm >> 0) & 1) << 0;
map |= ((imm >> 1) & 1) << 4;
map |= ((imm >> 2) & 1) << 1;
map |= ((imm >> 3) & 1) << 5;
map |= ((imm >> 4) & 1) << 3;
map |= ((imm >> 5) & 1) << 7;
map |= ((imm >> 6) & 1) << 2;
map |= ((imm >> 7) & 1) << 6;
//Solve KMap, get sum of products.
int visited = 0;
for (int index = 0; index < 8 && visited != 0xff; index++)
{
if ((map & (1 << index)) == 0)
{
continue;
}
int mask = 0;
for (int mSize = 4; mSize != 0; mSize >>= 1)
{
mask = RotateLeft4((1 << mSize) - 1, index & 3) << (index & 4);
if ((map & mask) == mask)
{
break;
}
}
//The mask should wrap, if we are on the high row, shift to low etc.
int mask2 = (index & 4) != 0 ? mask >> 4 : mask << 4;
if ((map & mask2) == mask2)
{
mask |= mask2;
}
if ((mask & visited) == mask)
{
continue;
}
bool notA = (mask & 0x33) != 0;
bool notB = (mask & 0x99) != 0;
bool notC = (mask & 0x0f) != 0;
bool aChanges = (mask & 0xcc) != 0 && notA;
bool bChanges = (mask & 0x66) != 0 && notB;
bool cChanges = (mask & 0xf0) != 0 && notC;
Operand localExpr = null;
void And(Operand source)
{
if (localExpr != null)
{
localExpr = context.BitwiseAnd(localExpr, source);
}
else
{
localExpr = source;
}
}
if (!aChanges)
{
And(context.BitwiseNot(srcA, notA));
}
if (!bChanges)
{
And(context.BitwiseNot(srcB, notB));
}
if (!cChanges)
{
And(context.BitwiseNot(srcC, notC));
}
if (expr != null)
{
expr = context.BitwiseOr(expr, localExpr);
}
else
{
expr = localExpr;
}
visited |= mask;
}
return expr;
}
private static int RotateLeft4(int value, int shift)
{
return ((value << shift) | (value >> (4 - shift))) & 0xf;
}
}
}