shadPS4/src/shader_recompiler/frontend/translate/scalar_memory.cpp
TheTurtle 6ceab6dfac
shader_recompiler: Implement most integer image atomics, workgroup barriers and shared memory load/store (#231)
* shader_recompiler: Add LDEXP

* shader_recompiler: Add most image integer atomic ops

* shader_recompiler: Implement shared memory load/store

* shader_recompiler: More image atomics

* externals: Update sirit

* clang format

* cmake: Add missing files

* shader_recompiler: Fix some atomic bugs

* shader_recompiler: Vs outputs

* shader_recompiler: Shared mem has side-effects, fix format component order

* shader_recompiler: Inline constant buffer impl

* video_core: Fix regressions

* Work

* Fixup a few things
2024-07-05 00:15:44 +03:00

52 lines
1.8 KiB
C++

// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "shader_recompiler/frontend/translate/translate.h"
namespace Shader::Gcn {
static constexpr u32 SQ_SRC_LITERAL = 0xFF;
void Translator::S_LOAD_DWORD(int num_dwords, const GcnInst& inst) {
const auto& smrd = inst.control.smrd;
const u32 dword_offset = [&] -> u32 {
if (smrd.imm) {
return smrd.offset;
}
if (smrd.offset == SQ_SRC_LITERAL) {
return inst.src[1].code;
}
UNREACHABLE();
}();
const IR::ScalarReg sbase{inst.src[0].code * 2};
const IR::Value base =
ir.CompositeConstruct(ir.GetScalarReg(sbase), ir.GetScalarReg(sbase + 1));
IR::ScalarReg dst_reg{inst.dst[0].code};
for (u32 i = 0; i < num_dwords; i++) {
ir.SetScalarReg(dst_reg++, ir.ReadConst(base, ir.Imm32(dword_offset + i)));
}
}
void Translator::S_BUFFER_LOAD_DWORD(int num_dwords, const GcnInst& inst) {
const auto& smrd = inst.control.smrd;
const IR::ScalarReg sbase{inst.src[0].code * 2};
const IR::U32 dword_offset = [&] -> IR::U32 {
if (smrd.imm) {
return ir.Imm32(smrd.offset);
}
if (smrd.offset == SQ_SRC_LITERAL) {
return ir.Imm32(inst.src[1].code);
}
return ir.ShiftRightLogical(ir.GetScalarReg(IR::ScalarReg(smrd.offset)), ir.Imm32(2));
}();
const IR::Value vsharp =
ir.CompositeConstruct(ir.GetScalarReg(sbase), ir.GetScalarReg(sbase + 1),
ir.GetScalarReg(sbase + 2), ir.GetScalarReg(sbase + 3));
IR::ScalarReg dst_reg{inst.dst[0].code};
for (u32 i = 0; i < num_dwords; i++) {
const IR::U32 index = ir.IAdd(dword_offset, ir.Imm32(i));
ir.SetScalarReg(dst_reg++, ir.ReadConstBuffer(vsharp, index));
}
}
} // namespace Shader::Gcn