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 23:57:08 +00:00
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using Ryujinx.Graphics.Shader.Decoders;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using static Ryujinx.Graphics.Shader.Instructions.InstEmitHelper;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Instructions
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{
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static partial class InstEmit
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{
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public static void Ald(EmitterContext context)
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{
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OpCodeAttribute op = (OpCodeAttribute)context.CurrOp;
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Operand[] elems = new Operand[op.Count];
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for (int index = 0; index < op.Count; index++)
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{
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Operand src = Attribute(op.AttributeOffset + index * 4);
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context.Copy(elems[index] = Local(), src);
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}
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for (int index = 0; index < op.Count; index++)
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{
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Register rd = new Register(op.Rd.Index + index, RegisterType.Gpr);
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if (rd.IsRZ)
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{
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break;
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}
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context.Copy(Register(rd), elems[index]);
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}
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}
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public static void Ast(EmitterContext context)
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{
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OpCodeAttribute op = (OpCodeAttribute)context.CurrOp;
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for (int index = 0; index < op.Count; index++)
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{
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if (op.Rd.Index + index > RegisterConsts.RegisterZeroIndex)
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{
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break;
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}
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Register rd = new Register(op.Rd.Index + index, RegisterType.Gpr);
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Operand dest = Attribute(op.AttributeOffset + index * 4);
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context.Copy(dest, Register(rd));
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}
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}
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public static void Ipa(EmitterContext context)
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{
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OpCodeIpa op = (OpCodeIpa)context.CurrOp;
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Operand srcA = new Operand(OperandType.Attribute, op.AttributeOffset);
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Operand srcB = GetSrcB(context);
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context.Copy(GetDest(context), srcA);
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}
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public static void Ldc(EmitterContext context)
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{
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OpCodeLdc op = (OpCodeLdc)context.CurrOp;
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if (op.Size > IntegerSize.B64)
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{
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2019-07-02 02:39:22 +00:00
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// TODO: Warning.
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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 23:57:08 +00:00
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}
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bool isSmallInt = op.Size < IntegerSize.B32;
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int count = op.Size == IntegerSize.B64 ? 2 : 1;
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Operand baseOffset = context.Copy(GetSrcA(context));
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for (int index = 0; index < count; index++)
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{
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Register rd = new Register(op.Rd.Index + index, RegisterType.Gpr);
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if (rd.IsRZ)
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{
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break;
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}
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Operand offset = context.IAdd(baseOffset, Const((op.Offset + index) * 4));
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Operand value = context.LoadConstant(Const(op.Slot), offset);
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if (isSmallInt)
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{
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Operand shift = context.BitwiseAnd(baseOffset, Const(3));
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value = context.ShiftRightU32(value, shift);
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switch (op.Size)
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{
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case IntegerSize.U8: value = ZeroExtendTo32(context, value, 8); break;
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case IntegerSize.U16: value = ZeroExtendTo32(context, value, 16); break;
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case IntegerSize.S8: value = SignExtendTo32(context, value, 8); break;
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case IntegerSize.S16: value = SignExtendTo32(context, value, 16); break;
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}
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}
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context.Copy(Register(rd), value);
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}
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}
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public static void Out(EmitterContext context)
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{
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OpCode op = context.CurrOp;
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bool emit = op.RawOpCode.Extract(39);
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bool cut = op.RawOpCode.Extract(40);
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if (!(emit || cut))
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{
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2019-07-02 02:39:22 +00:00
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// TODO: Warning.
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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 23:57:08 +00:00
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}
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if (emit)
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{
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context.EmitVertex();
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}
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if (cut)
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{
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context.EndPrimitive();
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}
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}
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}
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}
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