shader: Implement FSWZADD

This commit is contained in:
ameerj 2021-03-28 22:23:45 -04:00
parent 34aba9627a
commit 6c51f49632
14 changed files with 87 additions and 4 deletions

View file

@ -393,6 +393,14 @@ void EmitContext::DefineInputs(const Info& info) {
subgroup_local_invocation_id =
DefineInput(*this, U32[1], spv::BuiltIn::SubgroupLocalInvocationId);
}
if (info.uses_fswzadd) {
const Id f32_one{Constant(F32[1], 1.0f)};
const Id f32_minus_one{Constant(F32[1], -1.0f)};
const Id f32_zero{Constant(F32[1], 0.0f)};
fswzadd_lut_a = ConstantComposite(F32[4], f32_minus_one, f32_one, f32_minus_one, f32_zero);
fswzadd_lut_b =
ConstantComposite(F32[4], f32_minus_one, f32_minus_one, f32_one, f32_minus_one);
}
if (info.loads_position) {
const bool is_fragment{stage != Stage::Fragment};
const spv::BuiltIn built_in{is_fragment ? spv::BuiltIn::Position : spv::BuiltIn::FragCoord};

View file

@ -103,6 +103,8 @@ public:
Id vertex_index{};
Id base_vertex{};
Id front_face{};
Id fswzadd_lut_a{};
Id fswzadd_lut_b{};
Id local_memory{};

View file

@ -397,5 +397,6 @@ Id EmitShuffleDown(EmitContext& ctx, IR::Inst* inst, Id value, Id index, Id clam
Id segmentation_mask);
Id EmitShuffleButterfly(EmitContext& ctx, IR::Inst* inst, Id value, Id index, Id clamp,
Id segmentation_mask);
Id EmitFSwizzleAdd(EmitContext& ctx, Id op_a, Id op_b, Id swizzle);
} // namespace Shader::Backend::SPIRV

View file

@ -132,4 +132,20 @@ Id EmitShuffleButterfly(EmitContext& ctx, IR::Inst* inst, Id value, Id index, Id
return SelectValue(ctx, in_range, value, src_thread_id);
}
Id EmitFSwizzleAdd(EmitContext& ctx, Id op_a, Id op_b, Id swizzle) {
const Id three{ctx.Constant(ctx.U32[1], 3)};
Id mask{ctx.OpLoad(ctx.U32[1], ctx.subgroup_local_invocation_id)};
mask = ctx.OpBitwiseAnd(ctx.U32[1], mask, three);
mask = ctx.OpShiftLeftLogical(ctx.U32[1], mask, ctx.Constant(ctx.U32[1], 1));
mask = ctx.OpShiftRightLogical(ctx.U32[1], swizzle, mask);
mask = ctx.OpBitwiseAnd(ctx.U32[1], mask, three);
const Id modifier_a{ctx.OpVectorExtractDynamic(ctx.F32[1], ctx.fswzadd_lut_a, mask)};
const Id modifier_b{ctx.OpVectorExtractDynamic(ctx.F32[1], ctx.fswzadd_lut_b, mask)};
const Id result_a{ctx.OpFMul(ctx.F32[1], op_a, modifier_a)};
const Id result_b{ctx.OpFMul(ctx.F32[1], op_b, modifier_b)};
return ctx.OpFAdd(ctx.F32[1], result_a, result_b);
}
} // namespace Shader::Backend::SPIRV