rjx-mirror/Ryujinx.Graphics.Shader/Translation/EmitterContextInsts.cs

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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
2019-04-17 23:57:08 +00:00
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Translation
{
static class EmitterContextInsts
{
public static Operand AtomicAdd(this EmitterContext context, Instruction mr, Operand a, Operand b)
{
return context.Add(Instruction.AtomicAdd | mr, Local(), a, b);
}
public static Operand AtomicAnd(this EmitterContext context, Instruction mr, Operand a, Operand b)
{
return context.Add(Instruction.AtomicAnd | mr, Local(), a, b);
}
public static Operand AtomicCompareAndSwap(this EmitterContext context, Instruction mr, Operand a, Operand b, Operand c)
{
return context.Add(Instruction.AtomicCompareAndSwap | mr, Local(), a, b, c);
}
public static Operand AtomicMaxS32(this EmitterContext context, Instruction mr, Operand a, Operand b)
{
return context.Add(Instruction.AtomicMaxS32 | mr, Local(), a, b);
}
public static Operand AtomicMaxU32(this EmitterContext context, Instruction mr, Operand a, Operand b)
{
return context.Add(Instruction.AtomicMaxU32 | mr, Local(), a, b);
}
public static Operand AtomicMinS32(this EmitterContext context, Instruction mr, Operand a, Operand b)
{
return context.Add(Instruction.AtomicMinS32 | mr, Local(), a, b);
}
public static Operand AtomicMinU32(this EmitterContext context, Instruction mr, Operand a, Operand b)
{
return context.Add(Instruction.AtomicMinU32 | mr, Local(), a, b);
}
public static Operand AtomicOr(this EmitterContext context, Instruction mr, Operand a, Operand b)
{
return context.Add(Instruction.AtomicOr | mr, Local(), a, b);
}
public static Operand AtomicSwap(this EmitterContext context, Instruction mr, Operand a, Operand b)
{
return context.Add(Instruction.AtomicSwap | mr, Local(), a, b);
}
public static Operand AtomicXor(this EmitterContext context, Instruction mr, Operand a, Operand b)
{
return context.Add(Instruction.AtomicXor | mr, Local(), a, b);
}
public static Operand Ballot(this EmitterContext context, Operand a)
{
return context.Add(Instruction.Ballot, Local(), a);
}
public static Operand BitCount(this EmitterContext context, Operand a)
{
return context.Add(Instruction.BitCount, Local(), a);
}
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
2019-04-17 23:57:08 +00:00
public static Operand BitfieldExtractS32(this EmitterContext context, Operand a, Operand b, Operand c)
{
return context.Add(Instruction.BitfieldExtractS32, Local(), a, b, c);
}
public static Operand BitfieldExtractU32(this EmitterContext context, Operand a, Operand b, Operand c)
{
return context.Add(Instruction.BitfieldExtractU32, Local(), a, b, c);
}
public static Operand BitfieldInsert(this EmitterContext context, Operand a, Operand b, Operand c, Operand d)
{
return context.Add(Instruction.BitfieldInsert, Local(), a, b, c, d);
}
public static Operand BitfieldReverse(this EmitterContext context, Operand a)
{
return context.Add(Instruction.BitfieldReverse, Local(), a);
}
public static Operand BitwiseAnd(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.BitwiseAnd, Local(), a, b);
}
public static Operand BitwiseExclusiveOr(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.BitwiseExclusiveOr, Local(), a, b);
}
public static Operand BitwiseNot(this EmitterContext context, Operand a, bool invert)
{
if (invert)
{
a = context.BitwiseNot(a);
}
return a;
}
public static Operand BitwiseNot(this EmitterContext context, Operand a)
{
return context.Add(Instruction.BitwiseNot, Local(), a);
}
public static Operand BitwiseOr(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.BitwiseOr, Local(), a, b);
}
public static Operand Branch(this EmitterContext context, Operand d)
{
return context.Add(Instruction.Branch, d);
}
public static Operand BranchIfFalse(this EmitterContext context, Operand d, Operand a)
{
return context.Add(Instruction.BranchIfFalse, d, a);
}
public static Operand BranchIfTrue(this EmitterContext context, Operand d, Operand a)
{
return context.Add(Instruction.BranchIfTrue, d, a);
}
public static Operand ConditionalSelect(this EmitterContext context, Operand a, Operand b, Operand c)
{
return context.Add(Instruction.ConditionalSelect, Local(), a, b, c);
}
public static Operand Copy(this EmitterContext context, Operand a)
{
return context.Add(Instruction.Copy, Local(), a);
}
public static void Copy(this EmitterContext context, Operand d, Operand a)
{
if (d.Type == OperandType.Constant)
{
return;
}
context.Add(Instruction.Copy, d, a);
}
public static Operand Discard(this EmitterContext context)
{
return context.Add(Instruction.Discard);
}
public static Operand EmitVertex(this EmitterContext context)
{
return context.Add(Instruction.EmitVertex);
}
public static Operand EndPrimitive(this EmitterContext context)
{
return context.Add(Instruction.EndPrimitive);
}
public static Operand FindFirstSetS32(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FindFirstSetS32, Local(), a);
}
public static Operand FindFirstSetU32(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FindFirstSetU32, Local(), a);
}
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
2019-04-17 23:57:08 +00:00
public static Operand FPAbsNeg(this EmitterContext context, Operand a, bool abs, bool neg)
{
return context.FPNegate(context.FPAbsolute(a, abs), neg);
}
public static Operand FPAbsolute(this EmitterContext context, Operand a, bool abs)
{
if (abs)
{
a = context.FPAbsolute(a);
}
return a;
}
public static Operand FPAbsolute(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.Absolute, Local(), a);
}
public static Operand FPAdd(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.FP | Instruction.Add, Local(), a, b);
}
public static Operand FPCeiling(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.Ceiling, Local(), a);
}
public static Operand FPCompareEqual(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.FP | Instruction.CompareEqual, Local(), a, b);
}
public static Operand FPCompareLess(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.FP | Instruction.CompareLess, Local(), a, b);
}
public static Operand FPConvertToS32(this EmitterContext context, Operand a)
{
return context.Add(Instruction.ConvertFPToS32, Local(), a);
}
public static Operand FPCosine(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.Cosine, Local(), a);
}
public static Operand FPDivide(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.FP | Instruction.Divide, Local(), a, b);
}
public static Operand FPExponentB2(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.ExponentB2, Local(), a);
}
public static Operand FPFloor(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.Floor, Local(), a);
}
public static Operand FPFusedMultiplyAdd(this EmitterContext context, Operand a, Operand b, Operand c)
{
return context.Add(Instruction.FusedMultiplyAdd, Local(), a, b, c);
}
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
2019-04-17 23:57:08 +00:00
public static Operand FPLogarithmB2(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.LogarithmB2, Local(), a);
}
public static Operand FPMaximum(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.FP | Instruction.Maximum, Local(), a, b);
}
public static Operand FPMinimum(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.FP | Instruction.Minimum, Local(), a, b);
}
public static Operand FPMultiply(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.FP | Instruction.Multiply, Local(), a, b);
}
public static Operand FPNegate(this EmitterContext context, Operand a, bool neg)
{
if (neg)
{
a = context.FPNegate(a);
}
return a;
}
public static Operand FPNegate(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.Negate, Local(), a);
}
public static Operand FPReciprocal(this EmitterContext context, Operand a)
{
return context.FPDivide(ConstF(1), a);
}
public static Operand FPReciprocalSquareRoot(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.ReciprocalSquareRoot, Local(), a);
}
public static Operand FPRound(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.Round, Local(), a);
}
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
2019-04-17 23:57:08 +00:00
public static Operand FPSaturate(this EmitterContext context, Operand a, bool sat)
{
if (sat)
{
a = context.FPSaturate(a);
}
return a;
}
public static Operand FPSaturate(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.Clamp, Local(), a, ConstF(0), ConstF(1));
}
public static Operand FPSine(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.Sine, Local(), a);
}
public static Operand FPSquareRoot(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.SquareRoot, Local(), a);
}
public static Operand FPTruncate(this EmitterContext context, Operand a)
{
return context.Add(Instruction.Truncate, Local(), a);
}
public static Operand FPSwizzleAdd(this EmitterContext context, Operand a, Operand b, int mask)
{
return context.Add(Instruction.SwizzleAdd, Local(), a, b, Const(mask));
}
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
2019-04-17 23:57:08 +00:00
public static Operand IAbsNeg(this EmitterContext context, Operand a, bool abs, bool neg)
{
return context.INegate(context.IAbsolute(a, abs), neg);
}
public static Operand IAbsolute(this EmitterContext context, Operand a, bool abs)
{
if (abs)
{
a = context.IAbsolute(a);
}
return a;
}
public static Operand IAbsolute(this EmitterContext context, Operand a)
{
return context.Add(Instruction.Absolute, Local(), a);
}
public static Operand IAdd(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.Add, Local(), a, b);
}
public static Operand IClampS32(this EmitterContext context, Operand a, Operand b, Operand c)
{
return context.Add(Instruction.Clamp, Local(), a, b, c);
}
public static Operand IClampU32(this EmitterContext context, Operand a, Operand b, Operand c)
{
return context.Add(Instruction.ClampU32, Local(), a, b, c);
}
public static Operand ICompareEqual(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.CompareEqual, Local(), a, b);
}
public static Operand ICompareLess(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.CompareLess, Local(), a, b);
}
public static Operand ICompareLessUnsigned(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.CompareLessU32, Local(), a, b);
}
public static Operand ICompareNotEqual(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.CompareNotEqual, Local(), a, b);
}
public static Operand IConvertS32ToFP(this EmitterContext context, Operand a)
{
return context.Add(Instruction.ConvertS32ToFP, Local(), a);
}
public static Operand IConvertU32ToFP(this EmitterContext context, Operand a)
{
return context.Add(Instruction.ConvertU32ToFP, Local(), a);
}
public static Operand IMaximumS32(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.Maximum, Local(), a, b);
}
public static Operand IMaximumU32(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.MaximumU32, Local(), a, b);
}
public static Operand IMinimumS32(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.Minimum, Local(), a, b);
}
public static Operand IMinimumU32(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.MinimumU32, Local(), a, b);
}
public static Operand IMultiply(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.Multiply, Local(), a, b);
}
public static Operand INegate(this EmitterContext context, Operand a, bool neg)
{
if (neg)
{
a = context.INegate(a);
}
return a;
}
public static Operand INegate(this EmitterContext context, Operand a)
{
return context.Add(Instruction.Negate, Local(), a);
}
public static Operand ISubtract(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.Subtract, Local(), a, b);
}
public static Operand IsNan(this EmitterContext context, Operand a)
{
return context.Add(Instruction.IsNan, Local(), a);
}
2019-10-13 06:02:07 +00:00
public static Operand LoadAttribute(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.LoadAttribute, Local(), a, b);
}
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
2019-04-17 23:57:08 +00:00
public static Operand LoadConstant(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.LoadConstant, Local(), a, b);
}
2019-10-13 06:02:07 +00:00
public static Operand LoadGlobal(this EmitterContext context, Operand a)
{
return context.Add(Instruction.LoadGlobal, Local(), a);
}
public static Operand LoadLocal(this EmitterContext context, Operand a)
{
return context.Add(Instruction.LoadLocal, Local(), a);
}
public static Operand LoadShared(this EmitterContext context, Operand a)
{
return context.Add(Instruction.LoadShared, Local(), a);
}
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
2019-04-17 23:57:08 +00:00
public static Operand PackHalf2x16(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.PackHalf2x16, Local(), a, b);
}
public static Operand Return(this EmitterContext context)
{
context.PrepareForReturn();
return context.Add(Instruction.Return);
}
public static Operand ShiftLeft(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.ShiftLeft, Local(), a, b);
}
public static Operand ShiftRightS32(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.ShiftRightS32, Local(), a, b);
}
public static Operand ShiftRightU32(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.ShiftRightU32, Local(), a, b);
}
public static Operand Shuffle(this EmitterContext context, Operand a, Operand b, Operand c)
{
return context.Add(Instruction.Shuffle, Local(), a, b, c);
}
public static Operand ShuffleDown(this EmitterContext context, Operand a, Operand b, Operand c)
{
return context.Add(Instruction.ShuffleDown, Local(), a, b, c);
}
public static Operand ShuffleUp(this EmitterContext context, Operand a, Operand b, Operand c)
{
return context.Add(Instruction.ShuffleUp, Local(), a, b, c);
}
public static Operand ShuffleXor(this EmitterContext context, Operand a, Operand b, Operand c)
{
return context.Add(Instruction.ShuffleXor, Local(), a, b, c);
}
2019-10-13 06:02:07 +00:00
public static Operand StoreGlobal(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.StoreGlobal, null, a, b);
}
public static Operand StoreLocal(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.StoreLocal, null, a, b);
}
public static Operand StoreShared(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.StoreShared, null, a, b);
}
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
2019-04-17 23:57:08 +00:00
public static Operand UnpackHalf2x16High(this EmitterContext context, Operand a)
{
return UnpackHalf2x16(context, a, 1);
}
public static Operand UnpackHalf2x16Low(this EmitterContext context, Operand a)
{
return UnpackHalf2x16(context, a, 0);
}
private static Operand UnpackHalf2x16(this EmitterContext context, Operand a, int index)
{
Operand dest = Local();
context.Add(new Operation(Instruction.UnpackHalf2x16, index, dest, a));
return dest;
}
public static Operand VoteAll(this EmitterContext context, Operand a)
{
return context.Add(Instruction.VoteAll, Local(), a);
}
public static Operand VoteAllEqual(this EmitterContext context, Operand a)
{
return context.Add(Instruction.VoteAllEqual, Local(), a);
}
public static Operand VoteAny(this EmitterContext context, Operand a)
{
return context.Add(Instruction.VoteAny, Local(), a);
}
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
2019-04-17 23:57:08 +00:00
}
}