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
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using System;
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namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class HalfConversion
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{
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public static float HalfToSingle(int value)
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{
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int mantissa = (value >> 0) & 0x3ff;
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int exponent = (value >> 10) & 0x1f;
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int sign = (value >> 15) & 0x1;
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if (exponent == 0x1f)
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{
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//NaN or Infinity.
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mantissa <<= 13;
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exponent = 0xff;
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}
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else if (exponent != 0 || mantissa != 0 )
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{
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if (exponent == 0)
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{
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//Denormal.
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int e = -1;
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int m = mantissa;
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do
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{
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e++;
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m <<= 1;
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}
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while ((m & 0x400) == 0);
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mantissa = m & 0x3ff;
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exponent = e;
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}
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mantissa <<= 13;
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exponent = 127 - 15 + exponent;
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}
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int output = (sign << 31) | (exponent << 23) | mantissa;
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return BitConverter.Int32BitsToSingle(output);
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}
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}
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}
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