Initial support for double precision shader instructions. (#963)
* Implement DADD, DFMA and DMUL shader instructions * Rename FP to FP32 * Correct double immediate * Classic mistake
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19 changed files with 428 additions and 184 deletions
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@ -21,31 +21,43 @@ namespace Ryujinx.Graphics.Shader.Instructions
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bool negateB = op.RawOpCode.Extract(45);
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bool absoluteB = op.RawOpCode.Extract(49);
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Operand srcB = context.FPAbsNeg(GetSrcB(context, srcType), absoluteB, negateB);
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Operand srcB = context.FPAbsNeg(GetSrcB(context, srcType), absoluteB, negateB, srcType.ToInstFPType());
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if (round)
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if (round && srcType == dstType)
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{
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switch (op.RoundingMode)
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{
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case RoundingMode.ToNearest:
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srcB = context.FPRound(srcB);
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srcB = context.FPRound(srcB, srcType.ToInstFPType());
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break;
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case RoundingMode.TowardsNegativeInfinity:
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srcB = context.FPFloor(srcB);
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srcB = context.FPFloor(srcB, srcType.ToInstFPType());
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break;
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case RoundingMode.TowardsPositiveInfinity:
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srcB = context.FPCeiling(srcB);
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srcB = context.FPCeiling(srcB, srcType.ToInstFPType());
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break;
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case RoundingMode.TowardsZero:
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srcB = context.FPTruncate(srcB);
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srcB = context.FPTruncate(srcB, srcType.ToInstFPType());
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break;
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}
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}
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srcB = context.FPSaturate(srcB, op.Saturate);
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// We don't need to handle conversions between FP16 <-> FP32
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// since we do FP16 operations as FP32 directly.
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// FP16 <-> FP64 conversions are invalid.
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if (srcType == FPType.FP32 && dstType == FPType.FP64)
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{
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srcB = context.FP32ConvertToFP64(srcB);
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}
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else if (srcType == FPType.FP64 && dstType == FPType.FP32)
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{
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srcB = context.FP64ConvertToFP32(srcB);
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}
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srcB = context.FPSaturate(srcB, op.Saturate, dstType.ToInstFPType());
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WriteFP(context, dstType, srcB);
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@ -229,9 +241,12 @@ namespace Ryujinx.Graphics.Shader.Instructions
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{
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context.Copy(dest, context.PackHalf2x16(srcB, ConstF(0)));
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}
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else
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else /* if (type == FPType.FP64) */
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{
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// TODO.
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Operand dest2 = GetDest2(context);
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context.Copy(dest, context.UnpackDouble2x32Low(srcB));
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context.Copy(dest2, context.UnpackDouble2x32High(srcB));
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}
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}
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}
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