mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-05-19 09:54:54 +00:00
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.
This commit is contained in:
parent
c3ecf599ad
commit
b0d7feb292
12 changed files with 486 additions and 385 deletions
|
@ -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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue