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shader_recompiler: Small instruction parsing refactor/bugfixes (#340)
* translator: Implemtn f32 to f16 convert * shader_recompiler: Add bit instructions * shader_recompiler: More data share instructions * shader_recompiler: Remove exec contexts, fix S_MOV_B64 * shader_recompiler: Split instruction parsing into categories * shader_recompiler: Better BFS search * shader_recompiler: Constant propagation pass for cmp_class_f32 * shader_recompiler: Partial readfirstlane implementation * shader_recompiler: Stub readlane/writelane only for non-compute * hack: Fix swizzle on RDR * Will properly fix this when merging this * clang format * address_space: Bump user area size to full * shader_recompiler: V_INTERP_MOV_F32 * Should work the same as spirv will emit flat decoration on demand * kernel: Add MAP_OP_MAP_FLEXIBLE * image_view: Attempt to apply storage swizzle on format * vk_scheduler: Barrier attachments on renderpass end * clang format * liverpool: cs state backup * shader_recompiler: More instructions and formats * vector_alu: Proper V_MBCNT_U32_B32 * shader_recompiler: Port some dark souls things * file_system: Implement sceKernelRename * more formats * clang format * resource_tracking_pass: Back to assert * translate: Tracedata * kernel: Remove tracy lock * Solves random crashes in Dark Souls * code: Review comments
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66 changed files with 1349 additions and 904 deletions
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@ -42,6 +42,7 @@ void EmitSetVcc(EmitContext& ctx);
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void EmitSetSccLo(EmitContext& ctx);
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void EmitSetVccLo(EmitContext& ctx);
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void EmitSetVccHi(EmitContext& ctx);
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void EmitFPCmpClass32(EmitContext& ctx);
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void EmitPrologue(EmitContext& ctx);
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void EmitEpilogue(EmitContext& ctx);
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void EmitDiscard(EmitContext& ctx);
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@ -148,7 +149,7 @@ Id EmitSelectU64(EmitContext& ctx, Id cond, Id true_value, Id false_value);
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Id EmitSelectF16(EmitContext& ctx, Id cond, Id true_value, Id false_value);
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Id EmitSelectF32(EmitContext& ctx, Id cond, Id true_value, Id false_value);
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Id EmitSelectF64(EmitContext& ctx, Id cond, Id true_value, Id false_value);
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void EmitBitCastU16F16(EmitContext& ctx);
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Id EmitBitCastU16F16(EmitContext& ctx, Id value);
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Id EmitBitCastU32F32(EmitContext& ctx, Id value);
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void EmitBitCastU64F64(EmitContext& ctx);
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Id EmitBitCastF16U16(EmitContext& ctx, Id value);
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@ -282,6 +283,7 @@ Id EmitBitCount32(EmitContext& ctx, Id value);
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Id EmitBitwiseNot32(EmitContext& ctx, Id value);
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Id EmitFindSMsb32(EmitContext& ctx, Id value);
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Id EmitFindUMsb32(EmitContext& ctx, Id value);
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Id EmitFindILsb32(EmitContext& ctx, Id value);
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Id EmitSMin32(EmitContext& ctx, Id a, Id b);
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Id EmitUMin32(EmitContext& ctx, Id a, Id b);
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Id EmitSMax32(EmitContext& ctx, Id a, Id b);
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@ -353,6 +355,7 @@ Id EmitConvertF64U16(EmitContext& ctx, Id value);
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Id EmitConvertF64U32(EmitContext& ctx, Id value);
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Id EmitConvertF64U64(EmitContext& ctx, Id value);
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Id EmitConvertU16U32(EmitContext& ctx, Id value);
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Id EmitConvertU32U16(EmitContext& ctx, Id value);
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Id EmitImageSampleImplicitLod(EmitContext& ctx, IR::Inst* inst, u32 handle, Id coords, Id bias_lc,
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Id offset);
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@ -387,6 +390,7 @@ Id EmitImageAtomicXor32(EmitContext& ctx, IR::Inst* inst, u32 handle, Id coords,
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Id EmitImageAtomicExchange32(EmitContext& ctx, IR::Inst* inst, u32 handle, Id coords, Id value);
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Id EmitLaneId(EmitContext& ctx);
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Id EmitWarpId(EmitContext& ctx);
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Id EmitQuadShuffle(EmitContext& ctx, Id value, Id index);
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} // namespace Shader::Backend::SPIRV
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