Ryujinx/Ryujinx.Graphics.Shader/Decoders/OpCodeTable.cs

298 lines
17 KiB
C#
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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
using Ryujinx.Graphics.Shader.Instructions;
using System;
namespace Ryujinx.Graphics.Shader.Decoders
{
static class OpCodeTable
{
public delegate OpCode MakeOp(InstEmitter emitter, ulong address, long opCode);
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
private const int EncodingBits = 14;
private class TableEntry
{
public InstEmitter Emitter { get; }
public MakeOp MakeOp { get; }
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
public int XBits { get; }
public TableEntry(InstEmitter emitter, MakeOp makeOp, int xBits)
{
Emitter = emitter;
MakeOp = makeOp;
XBits = xBits;
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
}
}
private static TableEntry[] _opCodes;
static OpCodeTable()
{
_opCodes = new TableEntry[1 << EncodingBits];
#region Instructions
Set("1110111111011x", InstEmit.Ald, OpCodeAttribute.Create);
Set("1110111111110x", InstEmit.Ast, OpCodeAttribute.Create);
Set("11101101xxxxxx", InstEmit.Atom, OpCodeAtom.Create);
Set("11101100xxxxxx", InstEmit.Atoms, OpCodeAtom.Create);
Set("1111000010101x", InstEmit.Bar, OpCodeBarrier.Create);
Set("0100110000000x", InstEmit.Bfe, OpCodeAluCbuf.Create);
Set("0011100x00000x", InstEmit.Bfe, OpCodeAluImm.Create);
Set("0101110000000x", InstEmit.Bfe, OpCodeAluReg.Create);
Set("0100101111110x", InstEmit.Bfi, OpCodeAluCbuf.Create);
Set("0011011x11110x", InstEmit.Bfi, OpCodeAluImm.Create);
Set("0101001111110x", InstEmit.Bfi, OpCodeAluRegCbuf.Create);
Set("0101101111110x", InstEmit.Bfi, OpCodeAluReg.Create);
Set("111000100100xx", InstEmit.Bra, OpCodeBranch.Create);
Set("111000110100xx", InstEmit.Brk, OpCodeBranchPop.Create);
Set("111000100101xx", InstEmit.Brx, OpCodeBranchIndir.Create);
Set("111000100110xx", InstEmit.Cal, OpCodeBranch.Create);
Set("0101000010100x", InstEmit.Csetp, OpCodePset.Create);
Set("0100110001110x", InstEmit.Dadd, OpCodeFArithCbuf.Create);
Set("0011100x01110x", InstEmit.Dadd, OpCodeDArithImm.Create);
Set("0101110001110x", InstEmit.Dadd, OpCodeFArithReg.Create);
Set("1111000011110x", InstEmit.Depbar, OpCode.Create);
Set("010010110111xx", InstEmit.Dfma, OpCodeFArithCbuf.Create);
Set("0011011x0111xx", InstEmit.Dfma, OpCodeDArithImm.Create);
Set("010100110111xx", InstEmit.Dfma, OpCodeFArithRegCbuf.Create);
Set("010110110111xx", InstEmit.Dfma, OpCodeFArithReg.Create);
Set("0100110010000x", InstEmit.Dmul, OpCodeFArithCbuf.Create);
Set("0011100x10000x", InstEmit.Dmul, OpCodeDArithImm.Create);
Set("0101110010000x", InstEmit.Dmul, OpCodeFArithReg.Create);
Set("111000110000xx", InstEmit.Exit, OpCodeExit.Create);
Set("0100110010101x", InstEmit.F2F, OpCodeFArithCbuf.Create);
Set("0011100x10101x", InstEmit.F2F, OpCodeFArithImm.Create);
Set("0101110010101x", InstEmit.F2F, OpCodeFArithReg.Create);
Set("0100110010110x", InstEmit.F2I, OpCodeFArithCbuf.Create);
Set("0011100x10110x", InstEmit.F2I, OpCodeFArithImm.Create);
Set("0101110010110x", InstEmit.F2I, OpCodeFArithReg.Create);
Set("0100110001011x", InstEmit.Fadd, OpCodeFArithCbuf.Create);
Set("0011100x01011x", InstEmit.Fadd, OpCodeFArithImm.Create);
Set("000010xxxxxxxx", InstEmit.Fadd, OpCodeFArithImm32.Create);
Set("0101110001011x", InstEmit.Fadd, OpCodeFArithReg.Create);
Set("010010111010xx", InstEmit.Fcmp, OpCodeFArithCbuf.Create);
Set("0011011x1010xx", InstEmit.Fcmp, OpCodeFArithImm.Create);
Set("010110111010xx", InstEmit.Fcmp, OpCodeFArithReg.Create);
Set("010100111010xx", InstEmit.Fcmp, OpCodeFArithRegCbuf.Create);
Set("010010011xxxxx", InstEmit.Ffma, OpCodeFArithCbuf.Create);
Set("0011001x1xxxxx", InstEmit.Ffma, OpCodeFArithImm.Create);
Set("000011xxxxxxxx", InstEmit.Ffma32i, OpCodeFArithImm32.Create);
Set("010100011xxxxx", InstEmit.Ffma, OpCodeFArithRegCbuf.Create);
Set("010110011xxxxx", InstEmit.Ffma, OpCodeFArithReg.Create);
Set("0100110000110x", InstEmit.Flo, OpCodeAluCbuf.Create);
Set("0011100x00110x", InstEmit.Flo, OpCodeAluImm.Create);
Set("0101110000110x", InstEmit.Flo, OpCodeAluReg.Create);
Set("0100110001100x", InstEmit.Fmnmx, OpCodeFArithCbuf.Create);
Set("0011100x01100x", InstEmit.Fmnmx, OpCodeFArithImm.Create);
Set("0101110001100x", InstEmit.Fmnmx, OpCodeFArithReg.Create);
Set("0100110001101x", InstEmit.Fmul, OpCodeFArithCbuf.Create);
Set("0011100x01101x", InstEmit.Fmul, OpCodeFArithImm.Create);
Set("00011110xxxxxx", InstEmit.Fmul, OpCodeFArithImm32.Create);
Set("0101110001101x", InstEmit.Fmul, OpCodeFArithReg.Create);
Set("0100100xxxxxxx", InstEmit.Fset, OpCodeSetCbuf.Create);
Set("0011000xxxxxxx", InstEmit.Fset, OpCodeFsetImm.Create);
Set("01011000xxxxxx", InstEmit.Fset, OpCodeSetReg.Create);
Set("010010111011xx", InstEmit.Fsetp, OpCodeSetCbuf.Create);
Set("0011011x1011xx", InstEmit.Fsetp, OpCodeFsetImm.Create);
Set("010110111011xx", InstEmit.Fsetp, OpCodeSetReg.Create);
Set("0101000011111x", InstEmit.Fswzadd, OpCodeAluReg.Create);
Set("0111101x1xxxxx", InstEmit.Hadd2, OpCodeAluCbuf.Create);
Set("0111101x0xxxxx", InstEmit.Hadd2, OpCodeAluImm2x10.Create);
Set("0010110xxxxxxx", InstEmit.Hadd2, OpCodeAluImm32.Create);
Set("0101110100010x", InstEmit.Hadd2, OpCodeAluReg.Create);
Set("01110xxx1xxxxx", InstEmit.Hfma2, OpCodeHfmaCbuf.Create);
Set("01110xxx0xxxxx", InstEmit.Hfma2, OpCodeHfmaImm2x10.Create);
Set("0010100xxxxxxx", InstEmit.Hfma2, OpCodeHfmaImm32.Create);
Set("0101110100000x", InstEmit.Hfma2, OpCodeHfmaReg.Create);
Set("01100xxx1xxxxx", InstEmit.Hfma2, OpCodeHfmaRegCbuf.Create);
Set("0111100x1xxxxx", InstEmit.Hmul2, OpCodeAluCbuf.Create);
Set("0111100x0xxxxx", InstEmit.Hmul2, OpCodeAluImm2x10.Create);
Set("0010101xxxxxxx", InstEmit.Hmul2, OpCodeAluImm32.Create);
Set("0101110100001x", InstEmit.Hmul2, OpCodeAluReg.Create);
Set("0111110x1xxxxx", InstEmit.Hset2, OpCodeSetCbuf.Create);
Set("0111110x0xxxxx", InstEmit.Hset2, OpCodeHsetImm2x10.Create);
Set("0101110100011x", InstEmit.Hset2, OpCodeSetReg.Create);
Set("0111111x1xxxxx", InstEmit.Hsetp2, OpCodeSetCbuf.Create);
Set("0111111x0xxxxx", InstEmit.Hsetp2, OpCodeHsetImm2x10.Create);
Set("0101110100100x", InstEmit.Hsetp2, OpCodeSetReg.Create);
Set("0100110010111x", InstEmit.I2F, OpCodeAluCbuf.Create);
Set("0011100x10111x", InstEmit.I2F, OpCodeAluImm.Create);
Set("0101110010111x", InstEmit.I2F, OpCodeAluReg.Create);
Set("0100110011100x", InstEmit.I2I, OpCodeAluCbuf.Create);
Set("0011100x11100x", InstEmit.I2I, OpCodeAluImm.Create);
Set("0101110011100x", InstEmit.I2I, OpCodeAluReg.Create);
Set("0100110000010x", InstEmit.Iadd, OpCodeAluCbuf.Create);
Set("0011100x00010x", InstEmit.Iadd, OpCodeAluImm.Create);
Set("0001110x0xxxxx", InstEmit.Iadd, OpCodeAluImm32.Create);
Set("0101110000010x", InstEmit.Iadd, OpCodeAluReg.Create);
Set("010011001100xx", InstEmit.Iadd3, OpCodeAluCbuf.Create);
Set("0011100x1100xx", InstEmit.Iadd3, OpCodeAluImm.Create);
Set("010111001100xx", InstEmit.Iadd3, OpCodeAluReg.Create);
Set("010010110100xx", InstEmit.Icmp, OpCodeAluCbuf.Create);
Set("0011011x0100xx", InstEmit.Icmp, OpCodeAluImm.Create);
Set("010110110100xx", InstEmit.Icmp, OpCodeAluReg.Create);
Set("010100110100xx", InstEmit.Icmp, OpCodeAluRegCbuf.Create);
Set("010010100xxxxx", InstEmit.Imad, OpCodeAluCbuf.Create);
Set("0011010x0xxxxx", InstEmit.Imad, OpCodeAluImm.Create);
Set("010110100xxxxx", InstEmit.Imad, OpCodeAluReg.Create);
Set("010100100xxxxx", InstEmit.Imad, OpCodeAluRegCbuf.Create);
Set("0100110000100x", InstEmit.Imnmx, OpCodeAluCbuf.Create);
Set("0011100x00100x", InstEmit.Imnmx, OpCodeAluImm.Create);
Set("0101110000100x", InstEmit.Imnmx, OpCodeAluReg.Create);
Set("11100000xxxxxx", InstEmit.Ipa, OpCodeIpa.Create);
Set("1110111111010x", InstEmit.Isberd, OpCodeAlu.Create);
Set("0100110000011x", InstEmit.Iscadd, OpCodeAluCbuf.Create);
Set("0011100x00011x", InstEmit.Iscadd, OpCodeAluImm.Create);
Set("000101xxxxxxxx", InstEmit.Iscadd, OpCodeAluImm32.Create);
Set("0101110000011x", InstEmit.Iscadd, OpCodeAluReg.Create);
Set("010010110101xx", InstEmit.Iset, OpCodeSetCbuf.Create);
Set("0011011x0101xx", InstEmit.Iset, OpCodeSetImm.Create);
Set("010110110101xx", InstEmit.Iset, OpCodeSetReg.Create);
Set("010010110110xx", InstEmit.Isetp, OpCodeSetCbuf.Create);
Set("0011011x0110xx", InstEmit.Isetp, OpCodeSetImm.Create);
Set("010110110110xx", InstEmit.Isetp, OpCodeSetReg.Create);
Set("111000110011xx", InstEmit.Kil, OpCodeExit.Create);
Set("1110111101000x", InstEmit.Ld, OpCodeMemory.Create);
Set("1110111110010x", InstEmit.Ldc, OpCodeLdc.Create);
Set("1110111011010x", InstEmit.Ldg, OpCodeMemory.Create);
Set("1110111101001x", InstEmit.Lds, OpCodeMemory.Create);
Set("010010111101xx", InstEmit.Lea, OpCodeAluCbuf.Create);
Set("0011011x11010x", InstEmit.Lea, OpCodeAluImm.Create);
Set("0101101111010x", InstEmit.Lea, OpCodeAluReg.Create);
Set("000110xxxxxxxx", InstEmit.Lea_Hi, OpCodeAluCbuf.Create);
Set("0101101111011x", InstEmit.Lea_Hi, OpCodeAluReg.Create);
Set("0100110001000x", InstEmit.Lop, OpCodeLopCbuf.Create);
Set("0011100001000x", InstEmit.Lop, OpCodeLopImm.Create);
Set("000001xxxxxxxx", InstEmit.Lop, OpCodeLopImm32.Create);
Set("0101110001000x", InstEmit.Lop, OpCodeLopReg.Create);
Set("0000001xxxxxxx", InstEmit.Lop3, OpCodeLopCbuf.Create);
Set("001111xxxxxxxx", InstEmit.Lop3, OpCodeLopImm.Create);
Set("0101101111100x", InstEmit.Lop3, OpCodeLopReg.Create);
Set("1110111110011x", InstEmit.Membar, OpCodeMemoryBarrier.Create);
Set("0100110010011x", InstEmit.Mov, OpCodeAluCbuf.Create);
Set("0011100x10011x", InstEmit.Mov, OpCodeAluImm.Create);
Set("000000010000xx", InstEmit.Mov, OpCodeAluImm32.Create);
Set("0101110010011x", InstEmit.Mov, OpCodeAluReg.Create);
Set("0101000010000x", InstEmit.Mufu, OpCodeFArith.Create);
Set("0101000010110x", InstEmit.Nop, OpCode.Create);
Set("1111101111100x", InstEmit.Out, OpCode.Create);
Set("111000101010xx", InstEmit.Pbk, OpCodePush.Create);
Set("0100110000001x", InstEmit.Popc, OpCodeAluCbuf.Create);
Set("0011100x00001x", InstEmit.Popc, OpCodeAluImm.Create);
Set("0101110000001x", InstEmit.Popc, OpCodeAluReg.Create);
Set("0101000010001x", InstEmit.Pset, OpCodePset.Create);
Set("0101000010010x", InstEmit.Psetp, OpCodePset.Create);
Set("0100110011110x", InstEmit.R2p, OpCodeAluCbuf.Create);
Set("0011100x11110x", InstEmit.R2p, OpCodeAluImm.Create);
Set("0101110011110x", InstEmit.R2p, OpCodeAluReg.Create);
Set("1110101111111x", InstEmit.Red, OpCodeRed.Create);
Set("111000110010xx", InstEmit.Ret, OpCodeExit.Create);
Set("0100110010010x", InstEmit.Rro, OpCodeFArithCbuf.Create);
Set("0011100x10010x", InstEmit.Rro, OpCodeFArithImm.Create);
Set("0101110010010x", InstEmit.Rro, OpCodeFArithReg.Create);
Set("1111000011001x", InstEmit.S2r, OpCodeAlu.Create);
Set("0100110010100x", InstEmit.Sel, OpCodeAluCbuf.Create);
Set("0011100x10100x", InstEmit.Sel, OpCodeAluImm.Create);
Set("0101110010100x", InstEmit.Sel, OpCodeAluReg.Create);
Set("1110111100010x", InstEmit.Shfl, OpCodeShuffle.Create);
Set("0100110001001x", InstEmit.Shl, OpCodeAluCbuf.Create);
Set("0011100x01001x", InstEmit.Shl, OpCodeAluImm.Create);
Set("0101110001001x", InstEmit.Shl, OpCodeAluReg.Create);
Set("0100110000101x", InstEmit.Shr, OpCodeAluCbuf.Create);
Set("0011100x00101x", InstEmit.Shr, OpCodeAluImm.Create);
Set("0101110000101x", InstEmit.Shr, OpCodeAluReg.Create);
Set("111000101001xx", InstEmit.Ssy, OpCodePush.Create);
Set("1110111101010x", InstEmit.St, OpCodeMemory.Create);
Set("1110111011011x", InstEmit.Stg, OpCodeMemory.Create);
Set("1110111101011x", InstEmit.Sts, OpCodeMemory.Create);
Set("11101011000xxx", InstEmit.Suld, OpCodeImage.Create);
Set("11101011001xxx", InstEmit.Sust, OpCodeImage.Create);
Set("1111000011111x", InstEmit.Sync, OpCodeBranchPop.Create);
Set("110000xxxx111x", InstEmit.Tex, OpCodeTex.Create);
Set("1101111010111x", InstEmit.TexB, OpCodeTexB.Create);
Set("1101x00xxxxxxx", InstEmit.Texs, OpCodeTexs.Create);
Set("1101x01xxxxxxx", InstEmit.Texs, OpCodeTlds.Create);
Set("11011111x0xxxx", InstEmit.Texs, OpCodeTld4s.Create);
Set("11011100xx111x", InstEmit.Tld, OpCodeTld.Create);
Set("11011101xx111x", InstEmit.TldB, OpCodeTld.Create);
Set("110010xxxx111x", InstEmit.Tld4, OpCodeTld4.Create);
Set("1101111011111x", InstEmit.Tld4, OpCodeTld4B.Create);
Set("11011111011000", InstEmit.TmmlB, OpCodeTexture.Create);
Set("11011111010110", InstEmit.Tmml, OpCodeTexture.Create);
Set("110111100x1110", InstEmit.Txd, OpCodeTxd.Create);
Set("1101111101001x", InstEmit.Txq, OpCodeTex.Create);
Set("1101111101010x", InstEmit.TxqB, OpCodeTex.Create);
Set("01011111xxxxxx", InstEmit.Vmad, OpCodeVideo.Create);
Set("0011101xxxxxxx", InstEmit.Vmnmx, OpCodeVideo.Create);
Set("0101000011011x", InstEmit.Vote, OpCodeVote.Create);
Set("0100111xxxxxxx", InstEmit.Xmad, OpCodeAluCbuf.Create);
Set("0011011x00xxxx", InstEmit.Xmad, OpCodeAluImm.Create);
Set("010100010xxxxx", InstEmit.Xmad, OpCodeAluRegCbuf.Create);
Set("0101101100xxxx", InstEmit.Xmad, OpCodeAluReg.Create);
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
#endregion
}
private static void Set(string encoding, InstEmitter emitter, MakeOp makeOp)
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
{
if (encoding.Length != EncodingBits)
{
throw new ArgumentException(nameof(encoding));
}
int bit = encoding.Length - 1;
int value = 0;
int xMask = 0;
int xBits = 0;
int[] xPos = new int[encoding.Length];
for (int index = 0; index < encoding.Length; index++, bit--)
{
char chr = encoding[index];
if (chr == '1')
{
value |= 1 << bit;
}
else if (chr == 'x')
{
xMask |= 1 << bit;
xPos[xBits++] = bit;
}
}
xMask = ~xMask;
TableEntry entry = new TableEntry(emitter, makeOp, xBits);
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
for (int index = 0; index < (1 << xBits); index++)
{
value &= xMask;
2019-10-13 06:02:07 +00:00
for (int x = 0; x < xBits; x++)
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
{
2019-10-13 06:02:07 +00:00
value |= ((index >> x) & 1) << xPos[x];
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
}
if (_opCodes[value] == null || _opCodes[value].XBits > xBits)
{
_opCodes[value] = entry;
}
}
}
public static (InstEmitter Emitter, MakeOp MakeOp) GetEmitter(long opCode)
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
{
2019-10-13 06:02:07 +00:00
TableEntry entry = _opCodes[(ulong)opCode >> (64 - EncodingBits)];
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
if (entry != null)
{
return (entry.Emitter, entry.MakeOp);
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
}
return (null, null);
}
}
}