* Move some properties out of ShaderConfig * Stop using ShaderConfig on backends * Replace ShaderConfig usages on Translator and passes * Move remaining properties out of ShaderConfig and delete ShaderConfig * Remove ResourceManager property from TranslatorContext * Move Rewriter passes to separate transform pass files * Fix TransformPasses.RunPass on cases where a node is removed * Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage * Reduce excessive parameter passing a bit by using structs more * Remove binding parameter from ShaderProperties methods since it is redundant * Replace decoder instruction checks with switch statement * Put GLSL on the same plan as SPIR-V for input/output declaration * Stop mutating TranslatorContext state when Translate is called * Pass most of the graphics state using a struct instead of individual query methods * Auto-format * Auto-format * Add backend logging interface * Auto-format * Remove unnecessary use of interpolated strings * Remove more modifications of AttributeUsage after decode * PR feedback * gl_Layer is not supported on compute
97 lines
3.2 KiB
C#
97 lines
3.2 KiB
C#
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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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 RroR(EmitterContext context)
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{
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InstRroR op = context.GetOp<InstRroR>();
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EmitRro(context, GetSrcReg(context, op.SrcB), op.Dest, op.AbsB, op.NegB);
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}
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public static void RroI(EmitterContext context)
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{
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InstRroI op = context.GetOp<InstRroI>();
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EmitRro(context, GetSrcImm(context, Imm20ToFloat(op.Imm20)), op.Dest, op.AbsB, op.NegB);
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}
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public static void RroC(EmitterContext context)
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{
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InstRroC op = context.GetOp<InstRroC>();
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EmitRro(context, GetSrcCbuf(context, op.CbufSlot, op.CbufOffset), op.Dest, op.AbsB, op.NegB);
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}
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public static void Mufu(EmitterContext context)
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{
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InstMufu op = context.GetOp<InstMufu>();
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Operand res = context.FPAbsNeg(GetSrcReg(context, op.SrcA), op.AbsA, op.NegA);
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switch (op.MufuOp)
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{
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case MufuOp.Cos:
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res = context.FPCosine(res);
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break;
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case MufuOp.Sin:
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res = context.FPSine(res);
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break;
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case MufuOp.Ex2:
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res = context.FPExponentB2(res);
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break;
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case MufuOp.Lg2:
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res = context.FPLogarithmB2(res);
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break;
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case MufuOp.Rcp:
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res = context.FPReciprocal(res);
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break;
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case MufuOp.Rsq:
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res = context.FPReciprocalSquareRoot(res);
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break;
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case MufuOp.Rcp64h:
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res = context.PackDouble2x32(OperandHelper.Const(0), res);
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res = context.UnpackDouble2x32High(context.FPReciprocal(res, Instruction.FP64));
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break;
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case MufuOp.Rsq64h:
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res = context.PackDouble2x32(OperandHelper.Const(0), res);
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res = context.UnpackDouble2x32High(context.FPReciprocalSquareRoot(res, Instruction.FP64));
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break;
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case MufuOp.Sqrt:
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res = context.FPSquareRoot(res);
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break;
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default:
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context.TranslatorContext.GpuAccessor.Log($"Invalid MUFU operation \"{op.MufuOp}\".");
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break;
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}
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context.Copy(GetDest(op.Dest), context.FPSaturate(res, op.Sat));
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}
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private static void EmitRro(EmitterContext context, Operand srcB, int rd, bool absB, bool negB)
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{
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// This is the range reduction operator,
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// we translate it as a simple move, as it
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// should be always followed by a matching
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// MUFU instruction.
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srcB = context.FPAbsNeg(srcB, absB, negB);
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context.Copy(GetDest(rd), srcB);
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}
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}
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}
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