video_core: Implement conversion for uncommon/unsupported number formats. (#2047)

* video_core: Implement conversion for uncommon/unsupported number formats.

* shader_recompiler: Reinterpret image sample output as well.

* liverpool_to_vk: Remove mappings for remapped number formats.

These were poorly supported by drivers anyway.

* resource_tracking_pass: Fix image write swizzle mistake.

* amdgpu: Add missing specialization and move format mapping data to types

* reinterpret: Fix U/SToF input type.
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squidbus 2025-01-07 02:21:49 -08:00 committed by GitHub
parent c3ecf599ad
commit b0d7feb292
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12 changed files with 486 additions and 385 deletions

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@ -4,7 +4,7 @@
#pragma once
#include "shader_recompiler/ir/ir_emitter.h"
#include "video_core/amdgpu/resource.h"
#include "video_core/amdgpu/types.h"
namespace Shader::IR {
@ -21,4 +21,66 @@ inline Value ApplySwizzle(IREmitter& ir, const Value& vector, const AmdGpu::Comp
return swizzled;
}
/// Applies a number conversion in the read direction.
inline F32 ApplyReadNumberConversion(IREmitter& ir, const F32& value,
const AmdGpu::NumberConversion& conversion) {
switch (conversion) {
case AmdGpu::NumberConversion::None:
return value;
case AmdGpu::NumberConversion::UintToUscaled:
return ir.ConvertUToF(32, 32, ir.BitCast<U32>(value));
case AmdGpu::NumberConversion::SintToSscaled:
return ir.ConvertSToF(32, 32, ir.BitCast<U32>(value));
case AmdGpu::NumberConversion::UnormToUbnorm:
// Convert 0...1 to -1...1
return ir.FPSub(ir.FPMul(value, ir.Imm32(2.f)), ir.Imm32(1.f));
default:
UNREACHABLE();
}
}
inline Value ApplyReadNumberConversionVec4(IREmitter& ir, const Value& value,
const AmdGpu::NumberConversion& conversion) {
if (conversion == AmdGpu::NumberConversion::None) {
return value;
}
const auto x = ApplyReadNumberConversion(ir, F32{ir.CompositeExtract(value, 0)}, conversion);
const auto y = ApplyReadNumberConversion(ir, F32{ir.CompositeExtract(value, 1)}, conversion);
const auto z = ApplyReadNumberConversion(ir, F32{ir.CompositeExtract(value, 2)}, conversion);
const auto w = ApplyReadNumberConversion(ir, F32{ir.CompositeExtract(value, 3)}, conversion);
return ir.CompositeConstruct(x, y, z, w);
}
/// Applies a number conversion in the write direction.
inline F32 ApplyWriteNumberConversion(IREmitter& ir, const F32& value,
const AmdGpu::NumberConversion& conversion) {
switch (conversion) {
case AmdGpu::NumberConversion::None:
return value;
case AmdGpu::NumberConversion::UintToUscaled:
// Need to return float type to maintain IR semantics.
return ir.BitCast<F32>(U32{ir.ConvertFToU(32, value)});
case AmdGpu::NumberConversion::SintToSscaled:
// Need to return float type to maintain IR semantics.
return ir.BitCast<F32>(U32{ir.ConvertFToS(32, value)});
case AmdGpu::NumberConversion::UnormToUbnorm:
// Convert -1...1 to 0...1
return ir.FPDiv(ir.FPAdd(value, ir.Imm32(1.f)), ir.Imm32(2.f));
default:
UNREACHABLE();
}
}
inline Value ApplyWriteNumberConversionVec4(IREmitter& ir, const Value& value,
const AmdGpu::NumberConversion& conversion) {
if (conversion == AmdGpu::NumberConversion::None) {
return value;
}
const auto x = ApplyWriteNumberConversion(ir, F32{ir.CompositeExtract(value, 0)}, conversion);
const auto y = ApplyWriteNumberConversion(ir, F32{ir.CompositeExtract(value, 1)}, conversion);
const auto z = ApplyWriteNumberConversion(ir, F32{ir.CompositeExtract(value, 2)}, conversion);
const auto w = ApplyWriteNumberConversion(ir, F32{ir.CompositeExtract(value, 3)}, conversion);
return ir.CompositeConstruct(x, y, z, w);
}
} // namespace Shader::IR