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
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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static class EmitterContextInsts
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{
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public static Operand BitfieldExtractS32(this EmitterContext context, Operand a, Operand b, Operand c)
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{
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return context.Add(Instruction.BitfieldExtractS32, Local(), a, b, c);
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}
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public static Operand BitfieldExtractU32(this EmitterContext context, Operand a, Operand b, Operand c)
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{
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return context.Add(Instruction.BitfieldExtractU32, Local(), a, b, c);
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}
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public static Operand BitfieldInsert(this EmitterContext context, Operand a, Operand b, Operand c, Operand d)
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{
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return context.Add(Instruction.BitfieldInsert, Local(), a, b, c, d);
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}
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public static Operand BitfieldReverse(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.BitfieldReverse, Local(), a);
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}
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public static Operand BitwiseAnd(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.BitwiseAnd, Local(), a, b);
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}
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public static Operand BitwiseExclusiveOr(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.BitwiseExclusiveOr, Local(), a, b);
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}
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public static Operand BitwiseNot(this EmitterContext context, Operand a, bool invert)
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{
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if (invert)
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{
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a = context.BitwiseNot(a);
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}
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return a;
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}
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public static Operand BitwiseNot(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.BitwiseNot, Local(), a);
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}
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public static Operand BitwiseOr(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.BitwiseOr, Local(), a, b);
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}
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public static Operand Branch(this EmitterContext context, Operand d)
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{
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return context.Add(Instruction.Branch, d);
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}
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public static Operand BranchIfFalse(this EmitterContext context, Operand d, Operand a)
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{
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return context.Add(Instruction.BranchIfFalse, d, a);
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}
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public static Operand BranchIfTrue(this EmitterContext context, Operand d, Operand a)
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{
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return context.Add(Instruction.BranchIfTrue, d, a);
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}
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public static Operand ConditionalSelect(this EmitterContext context, Operand a, Operand b, Operand c)
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{
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return context.Add(Instruction.ConditionalSelect, Local(), a, b, c);
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}
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public static Operand Copy(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.Copy, Local(), a);
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}
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public static void Copy(this EmitterContext context, Operand d, Operand a)
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{
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if (d.Type == OperandType.Constant)
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{
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return;
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}
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context.Add(Instruction.Copy, d, a);
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}
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public static Operand Discard(this EmitterContext context)
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{
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return context.Add(Instruction.Discard);
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}
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public static Operand EmitVertex(this EmitterContext context)
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{
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return context.Add(Instruction.EmitVertex);
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}
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public static Operand EndPrimitive(this EmitterContext context)
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{
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return context.Add(Instruction.EndPrimitive);
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}
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public static Operand FPAbsNeg(this EmitterContext context, Operand a, bool abs, bool neg)
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{
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return context.FPNegate(context.FPAbsolute(a, abs), neg);
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}
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public static Operand FPAbsolute(this EmitterContext context, Operand a, bool abs)
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{
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if (abs)
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{
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a = context.FPAbsolute(a);
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}
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return a;
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}
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public static Operand FPAbsolute(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.FP | Instruction.Absolute, Local(), a);
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}
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public static Operand FPAdd(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.FP | Instruction.Add, Local(), a, b);
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}
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public static Operand FPCeiling(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.FP | Instruction.Ceiling, Local(), a);
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}
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public static Operand FPCompareEqual(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.FP | Instruction.CompareEqual, Local(), a, b);
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}
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public static Operand FPCompareLess(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.FP | Instruction.CompareLess, Local(), a, b);
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}
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public static Operand FPConvertToS32(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.ConvertFPToS32, Local(), a);
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}
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public static Operand FPCosine(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.FP | Instruction.Cosine, Local(), a);
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}
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public static Operand FPDivide(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.FP | Instruction.Divide, Local(), a, b);
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}
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public static Operand FPExponentB2(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.FP | Instruction.ExponentB2, Local(), a);
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}
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public static Operand FPFloor(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.FP | Instruction.Floor, Local(), a);
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}
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public static Operand FPLogarithmB2(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.FP | Instruction.LogarithmB2, Local(), a);
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}
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public static Operand FPMaximum(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.FP | Instruction.Maximum, Local(), a, b);
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}
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public static Operand FPMinimum(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.FP | Instruction.Minimum, Local(), a, b);
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}
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public static Operand FPMultiply(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.FP | Instruction.Multiply, Local(), a, b);
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}
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public static Operand FPFusedMultiplyAdd(this EmitterContext context, Operand a, Operand b, Operand c)
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{
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return context.Add(Instruction.FusedMultiplyAdd, Local(), a, b, c);
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}
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public static Operand FPNegate(this EmitterContext context, Operand a, bool neg)
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{
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if (neg)
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{
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a = context.FPNegate(a);
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}
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return a;
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}
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public static Operand FPNegate(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.FP | Instruction.Negate, Local(), a);
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}
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public static Operand FPReciprocal(this EmitterContext context, Operand a)
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{
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return context.FPDivide(ConstF(1), a);
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}
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public static Operand FPReciprocalSquareRoot(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.FP | Instruction.ReciprocalSquareRoot, Local(), a);
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}
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public static Operand FPSaturate(this EmitterContext context, Operand a, bool sat)
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{
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if (sat)
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{
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a = context.FPSaturate(a);
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}
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return a;
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}
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public static Operand FPSaturate(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.FP | Instruction.Clamp, Local(), a, ConstF(0), ConstF(1));
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}
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public static Operand FPSine(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.FP | Instruction.Sine, Local(), a);
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}
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public static Operand FPSquareRoot(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.FP | Instruction.SquareRoot, Local(), a);
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}
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public static Operand FPTruncate(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.Truncate, Local(), a);
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}
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public static Operand IAbsNeg(this EmitterContext context, Operand a, bool abs, bool neg)
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{
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return context.INegate(context.IAbsolute(a, abs), neg);
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}
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public static Operand IAbsolute(this EmitterContext context, Operand a, bool abs)
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{
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if (abs)
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{
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a = context.IAbsolute(a);
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}
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return a;
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}
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public static Operand IAbsolute(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.Absolute, Local(), a);
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}
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public static Operand IAdd(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.Add, Local(), a, b);
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}
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public static Operand IClampS32(this EmitterContext context, Operand a, Operand b, Operand c)
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{
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return context.Add(Instruction.Clamp, Local(), a, b, c);
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}
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public static Operand IClampU32(this EmitterContext context, Operand a, Operand b, Operand c)
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{
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return context.Add(Instruction.ClampU32, Local(), a, b, c);
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}
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public static Operand ICompareEqual(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.CompareEqual, Local(), a, b);
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}
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public static Operand ICompareLess(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.CompareLess, Local(), a, b);
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}
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public static Operand ICompareLessUnsigned(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.CompareLessU32, Local(), a, b);
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}
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public static Operand ICompareNotEqual(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.CompareNotEqual, Local(), a, b);
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}
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public static Operand IConvertS32ToFP(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.ConvertS32ToFP, Local(), a);
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}
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public static Operand IConvertU32ToFP(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.ConvertU32ToFP, Local(), a);
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}
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public static Operand IMaximumS32(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.Maximum, Local(), a, b);
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}
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public static Operand IMaximumU32(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.MaximumU32, Local(), a, b);
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}
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public static Operand IMinimumS32(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.Minimum, Local(), a, b);
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}
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public static Operand IMinimumU32(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.MinimumU32, Local(), a, b);
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}
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public static Operand IMultiply(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.Multiply, Local(), a, b);
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}
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public static Operand INegate(this EmitterContext context, Operand a, bool neg)
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{
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if (neg)
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{
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a = context.INegate(a);
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}
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return a;
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}
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public static Operand INegate(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.Negate, Local(), a);
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}
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public static Operand ISubtract(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.Subtract, Local(), a, b);
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}
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public static Operand IsNan(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.IsNan, Local(), a);
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}
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2019-10-12 23:02:07 -07:00
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public static Operand LoadAttribute(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.LoadAttribute, Local(), a, b);
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}
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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
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public static Operand LoadConstant(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.LoadConstant, Local(), a, b);
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}
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2019-10-12 23:02:07 -07:00
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public static Operand LoadGlobal(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.LoadGlobal, Local(), a);
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}
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public static Operand LoadLocal(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.LoadLocal, Local(), a);
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}
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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
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public static Operand PackHalf2x16(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.PackHalf2x16, Local(), a, b);
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}
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public static Operand Return(this EmitterContext context)
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{
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context.PrepareForReturn();
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return context.Add(Instruction.Return);
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}
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public static Operand ShiftLeft(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.ShiftLeft, Local(), a, b);
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}
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public static Operand ShiftRightS32(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.ShiftRightS32, Local(), a, b);
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}
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public static Operand ShiftRightU32(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.ShiftRightU32, Local(), a, b);
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}
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2019-10-12 23:02:07 -07:00
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public static Operand StoreGlobal(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.StoreGlobal, null, a, b);
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}
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public static Operand StoreLocal(this EmitterContext context, Operand a, Operand b)
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{
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return context.Add(Instruction.StoreLocal, null, a, b);
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}
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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
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public static Operand UnpackHalf2x16High(this EmitterContext context, Operand a)
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{
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|
return UnpackHalf2x16(context, a, 1);
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}
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public static Operand UnpackHalf2x16Low(this EmitterContext context, Operand a)
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{
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return UnpackHalf2x16(context, a, 0);
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}
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private static Operand UnpackHalf2x16(this EmitterContext context, Operand a, int index)
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{
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Operand dest = Local();
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context.Add(new Operation(Instruction.UnpackHalf2x16, index, dest, a));
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return dest;
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}
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}
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}
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