mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-05-19 18:04:56 +00:00
* 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.
81 lines
2.7 KiB
C++
81 lines
2.7 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#include "shader_recompiler/frontend/translate/translate.h"
|
|
#include "shader_recompiler/ir/reinterpret.h"
|
|
#include "shader_recompiler/runtime_info.h"
|
|
|
|
namespace Shader::Gcn {
|
|
|
|
void Translator::EmitExport(const GcnInst& inst) {
|
|
if (ir.block->has_multiple_predecessors && info.stage == Stage::Fragment) {
|
|
ir.Discard(ir.LogicalNot(ir.GetExec()));
|
|
}
|
|
|
|
const auto& exp = inst.control.exp;
|
|
const IR::Attribute attrib{exp.target};
|
|
if (attrib == IR::Attribute::Depth && exp.en != 0 && exp.en != 1) {
|
|
LOG_WARNING(Render_Vulkan, "Unsupported depth export");
|
|
return;
|
|
}
|
|
|
|
const std::array vsrc = {
|
|
IR::VectorReg(inst.src[0].code),
|
|
IR::VectorReg(inst.src[1].code),
|
|
IR::VectorReg(inst.src[2].code),
|
|
IR::VectorReg(inst.src[3].code),
|
|
};
|
|
|
|
const auto set_attribute = [&](u32 comp, IR::F32 value) {
|
|
if (!IR::IsMrt(attrib)) {
|
|
ir.SetAttribute(attrib, value, comp);
|
|
return;
|
|
}
|
|
const u32 index = u32(attrib) - u32(IR::Attribute::RenderTarget0);
|
|
const auto col_buf = runtime_info.fs_info.color_buffers[index];
|
|
const auto converted = IR::ApplyWriteNumberConversion(ir, value, col_buf.num_conversion);
|
|
const auto [r, g, b, a] = col_buf.swizzle;
|
|
const std::array swizzle_array = {r, g, b, a};
|
|
const auto swizzled_comp = swizzle_array[comp];
|
|
if (u32(swizzled_comp) < u32(AmdGpu::CompSwizzle::Red)) {
|
|
ir.SetAttribute(attrib, converted, comp);
|
|
return;
|
|
}
|
|
ir.SetAttribute(attrib, converted, u32(swizzled_comp) - u32(AmdGpu::CompSwizzle::Red));
|
|
};
|
|
|
|
const auto unpack = [&](u32 idx) {
|
|
const IR::Value value = ir.UnpackHalf2x16(ir.GetVectorReg(vsrc[idx]));
|
|
const IR::F32 r = IR::F32{ir.CompositeExtract(value, 0)};
|
|
const IR::F32 g = IR::F32{ir.CompositeExtract(value, 1)};
|
|
set_attribute(idx * 2, r);
|
|
set_attribute(idx * 2 + 1, g);
|
|
};
|
|
|
|
// Components are float16 packed into a VGPR
|
|
if (exp.compr) {
|
|
// Export R, G
|
|
if (exp.en & 1) {
|
|
unpack(0);
|
|
}
|
|
// Export B, A
|
|
if ((exp.en >> 2) & 1) {
|
|
unpack(1);
|
|
}
|
|
} else {
|
|
// Components are float32 into separate VGPRS
|
|
u32 mask = exp.en;
|
|
for (u32 i = 0; i < 4; i++, mask >>= 1) {
|
|
if ((mask & 1) == 0) {
|
|
continue;
|
|
}
|
|
const IR::F32 comp = ir.GetVectorReg<IR::F32>(vsrc[i]);
|
|
set_attribute(i, comp);
|
|
}
|
|
}
|
|
if (IR::IsMrt(attrib)) {
|
|
info.mrt_mask |= 1u << u8(attrib);
|
|
}
|
|
}
|
|
|
|
} // namespace Shader::Gcn
|