shader: Add denorm flush support
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6db69990da
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e2bc05b17d
20 changed files with 260 additions and 93 deletions
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@ -558,53 +558,53 @@ F16F32F64 IREmitter::FPSaturate(const F16F32F64& value) {
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}
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}
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F16F32F64 IREmitter::FPRoundEven(const F16F32F64& value) {
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F16F32F64 IREmitter::FPRoundEven(const F16F32F64& value, FpControl control) {
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switch (value.Type()) {
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case Type::F16:
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return Inst<F16>(Opcode::FPRoundEven16, value);
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return Inst<F16>(Opcode::FPRoundEven16, Flags{control}, value);
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case Type::F32:
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return Inst<F32>(Opcode::FPRoundEven32, value);
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return Inst<F32>(Opcode::FPRoundEven32, Flags{control}, value);
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case Type::F64:
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return Inst<F64>(Opcode::FPRoundEven64, value);
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return Inst<F64>(Opcode::FPRoundEven64, Flags{control}, value);
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default:
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ThrowInvalidType(value.Type());
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}
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}
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F16F32F64 IREmitter::FPFloor(const F16F32F64& value) {
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F16F32F64 IREmitter::FPFloor(const F16F32F64& value, FpControl control) {
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switch (value.Type()) {
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case Type::F16:
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return Inst<F16>(Opcode::FPFloor16, value);
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return Inst<F16>(Opcode::FPFloor16, Flags{control}, value);
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case Type::F32:
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return Inst<F32>(Opcode::FPFloor32, value);
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return Inst<F32>(Opcode::FPFloor32, Flags{control}, value);
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case Type::F64:
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return Inst<F64>(Opcode::FPFloor64, value);
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return Inst<F64>(Opcode::FPFloor64, Flags{control}, value);
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default:
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ThrowInvalidType(value.Type());
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}
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}
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F16F32F64 IREmitter::FPCeil(const F16F32F64& value) {
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F16F32F64 IREmitter::FPCeil(const F16F32F64& value, FpControl control) {
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switch (value.Type()) {
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case Type::F16:
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return Inst<F16>(Opcode::FPCeil16, value);
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return Inst<F16>(Opcode::FPCeil16, Flags{control}, value);
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case Type::F32:
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return Inst<F32>(Opcode::FPCeil32, value);
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return Inst<F32>(Opcode::FPCeil32, Flags{control}, value);
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case Type::F64:
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return Inst<F64>(Opcode::FPCeil64, value);
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return Inst<F64>(Opcode::FPCeil64, Flags{control}, value);
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default:
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ThrowInvalidType(value.Type());
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}
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}
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F16F32F64 IREmitter::FPTrunc(const F16F32F64& value) {
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F16F32F64 IREmitter::FPTrunc(const F16F32F64& value, FpControl control) {
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switch (value.Type()) {
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case Type::F16:
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return Inst<F16>(Opcode::FPTrunc16, value);
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return Inst<F16>(Opcode::FPTrunc16, Flags{control}, value);
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case Type::F32:
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return Inst<F32>(Opcode::FPTrunc32, value);
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return Inst<F32>(Opcode::FPTrunc32, Flags{control}, value);
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case Type::F64:
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return Inst<F64>(Opcode::FPTrunc64, value);
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return Inst<F64>(Opcode::FPTrunc64, Flags{control}, value);
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default:
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ThrowInvalidType(value.Type());
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}
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@ -129,10 +129,10 @@ public:
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[[nodiscard]] F32 FPSinNotReduced(const F32& value);
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[[nodiscard]] F32 FPSqrt(const F32& value);
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[[nodiscard]] F16F32F64 FPSaturate(const F16F32F64& value);
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[[nodiscard]] F16F32F64 FPRoundEven(const F16F32F64& value);
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[[nodiscard]] F16F32F64 FPFloor(const F16F32F64& value);
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[[nodiscard]] F16F32F64 FPCeil(const F16F32F64& value);
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[[nodiscard]] F16F32F64 FPTrunc(const F16F32F64& value);
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[[nodiscard]] F16F32F64 FPRoundEven(const F16F32F64& value, FpControl control = {});
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[[nodiscard]] F16F32F64 FPFloor(const F16F32F64& value, FpControl control = {});
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[[nodiscard]] F16F32F64 FPCeil(const F16F32F64& value, FpControl control = {});
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[[nodiscard]] F16F32F64 FPTrunc(const F16F32F64& value, FpControl control = {});
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[[nodiscard]] U32U64 IAdd(const U32U64& a, const U32U64& b);
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[[nodiscard]] U32U64 ISub(const U32U64& a, const U32U64& b);
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@ -4,25 +4,30 @@
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#pragma once
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#include "common/common_types.h"
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namespace Shader::IR {
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enum class FmzMode : u8 {
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None, // Denorms are not flushed, NAN is propagated (nouveau)
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FTZ, // Flush denorms to zero, NAN is propagated (D3D11, NVN, GL, VK)
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FMZ, // Flush denorms to zero, x * 0 == 0 (D3D9)
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DontCare, // Not specified for this instruction
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FTZ, // Flush denorms to zero, NAN is propagated (D3D11, NVN, GL, VK)
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FMZ, // Flush denorms to zero, x * 0 == 0 (D3D9)
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None, // Denorms are not flushed, NAN is propagated (nouveau)
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};
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enum class FpRounding : u8 {
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RN, // Round to nearest even,
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RM, // Round towards negative infinity
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RP, // Round towards positive infinity
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RZ, // Round towards zero
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DontCare, // Not specified for this instruction
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RN, // Round to nearest even,
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RM, // Round towards negative infinity
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RP, // Round towards positive infinity
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RZ, // Round towards zero
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};
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struct FpControl {
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bool no_contraction{false};
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FpRounding rounding{FpRounding::RN};
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FmzMode fmz_mode{FmzMode::FTZ};
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FpRounding rounding{FpRounding::DontCare};
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FmzMode fmz_mode{FmzMode::DontCare};
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};
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static_assert(sizeof(FpControl) <= sizeof(u32));
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} // namespace Shader::IR
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