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jinx/Ryujinx.Graphics/Shader/Translation/Optimizations/HalfConversion.cs
gdkchan 6b23a2c125 New shader translator implementation (#654)
* Start implementing a new shader translator

* Fix shift instructions and a typo

* Small refactoring on StructuredProgram, move RemovePhis method to a separate class

* Initial geometry shader support

* Implement TLD4

* Fix -- There's no negation on FMUL32I

* Add constant folding and algebraic simplification optimizations, nits

* Some leftovers from constant folding

* Avoid cast for constant assignments

* Add a branch elimination pass, and misc small fixes

* Remove redundant branches, add expression propagation and other improvements on the code

* Small leftovers -- add missing break and continue, remove unused properties, other improvements

* Add null check to handle empty block cases on block visitor

* Add HADD2 and HMUL2 half float shader instructions

* Optimize pack/unpack sequences, some fixes related to half float instructions

* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen

* Fix copy paste mistake that caused RZ to be ignored on the AST instruction

* Add workaround for conditional exit, and fix half float instruction with constant buffer

* Add missing 0.0 source for TLDS.LZ variants

* Simplify the switch for TLDS.LZ

* Texture instructions related fixes

* Implement the HFMA instruction, and some misc. fixes

* Enable constant folding on UnpackHalf2x16 instructions

* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods

* Remove the old shader translator

* Remove ShaderDeclInfo and other unused things

* Add dual vertex shader support

* Add ShaderConfig, used to pass shader type and maximum cbuffer size

* Move and rename some instruction enums

* Move texture instructions into a separate file

* Move operand GetExpression and locals management to OperandManager

* Optimize opcode decoding using a simple list and binary search

* Add missing condition for do-while on goto elimination

* Misc. fixes on texture instructions

* Simplify TLDS switch

* Address PR feedback, and a nit
2019-04-18 09:57:08 +10:00

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1.2 KiB
C#

using System;
namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
static class HalfConversion
{
public static float HalfToSingle(int value)
{
int mantissa = (value >> 0) & 0x3ff;
int exponent = (value >> 10) & 0x1f;
int sign = (value >> 15) & 0x1;
if (exponent == 0x1f)
{
//NaN or Infinity.
mantissa <<= 13;
exponent = 0xff;
}
else if (exponent != 0 || mantissa != 0 )
{
if (exponent == 0)
{
//Denormal.
int e = -1;
int m = mantissa;
do
{
e++;
m <<= 1;
}
while ((m & 0x400) == 0);
mantissa = m & 0x3ff;
exponent = e;
}
mantissa <<= 13;
exponent = 127 - 15 + exponent;
}
int output = (sign << 31) | (exponent << 23) | mantissa;
return BitConverter.Int32BitsToSingle(output);
}
}
}