Implement BFI, BRK, FLO, FSWZADD, PBK, SHFL and TXD shader instructions, misc. fixes
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278a4c317c
38 changed files with 972 additions and 166 deletions
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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static class HelperFunctionNames
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{
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public static string Shuffle = "Helper_Shuffle";
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public static string ShuffleDown = "Helper_ShuffleDown";
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public static string ShuffleUp = "Helper_ShuffleUp";
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public static string ShuffleXor = "Helper_ShuffleXor";
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public static string SwizzleAdd = "Helper_SwizzleAdd";
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}
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}
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float Helper_Shuffle(float x, uint index, uint mask)
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{
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uint clamp = mask & 0x1fu;
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uint segMask = (mask >> 8) & 0x1fu;
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uint minThreadId = gl_SubGroupInvocationARB & segMask;
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uint maxThreadId = minThreadId | (clamp & ~segMask);
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uint srcThreadId = (index & ~segMask) | minThreadId;
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return (srcThreadId <= maxThreadId) ? readInvocationARB(x, srcThreadId) : x;
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}
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float Helper_ShuffleDown(float x, uint index, uint mask)
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{
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uint clamp = mask & 0x1fu;
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uint segMask = (mask >> 8) & 0x1fu;
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uint minThreadId = gl_SubGroupInvocationARB & segMask;
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uint maxThreadId = minThreadId | (clamp & ~segMask);
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uint srcThreadId = gl_SubGroupInvocationARB + index;
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return (srcThreadId <= maxThreadId) ? readInvocationARB(x, srcThreadId) : x;
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}
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float Helper_ShuffleUp(float x, uint index, uint mask)
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{
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uint clamp = mask & 0x1fu;
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uint segMask = (mask >> 8) & 0x1fu;
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uint minThreadId = gl_SubGroupInvocationARB & segMask;
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uint srcThreadId = gl_SubGroupInvocationARB - index;
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return (srcThreadId >= minThreadId) ? readInvocationARB(x, srcThreadId) : x;
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}
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float Helper_ShuffleXor(float x, uint index, uint mask)
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{
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uint clamp = mask & 0x1fu;
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uint segMask = (mask >> 8) & 0x1fu;
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uint minThreadId = gl_SubGroupInvocationARB & segMask;
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uint maxThreadId = minThreadId | (clamp & ~segMask);
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uint srcThreadId = gl_SubGroupInvocationARB ^ index;
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return (srcThreadId <= maxThreadId) ? readInvocationARB(x, srcThreadId) : x;
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}
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float Helper_SwizzleAdd(float x, float y, int mask)
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{
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vec4 xLut = vec4(1.0, -1.0, 1.0, 0.0);
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vec4 yLut = vec4(1.0, 1.0, -1.0, 1.0);
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int lutIdx = mask >> int(gl_SubGroupInvocationARB & 3u) * 2;
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return x * xLut[lutIdx] + y * yLut[lutIdx];
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}
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