shader_ir.cpp 4.9 KB

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  1. // Copyright 2018 yuzu Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <cmath>
  5. #include <unordered_map>
  6. #include "common/assert.h"
  7. #include "common/common_types.h"
  8. #include "video_core/engines/shader_bytecode.h"
  9. #include "video_core/shader/shader_ir.h"
  10. namespace VideoCommon::Shader {
  11. using Tegra::Shader::Attribute;
  12. using Tegra::Shader::Instruction;
  13. using Tegra::Shader::IpaMode;
  14. using Tegra::Shader::Pred;
  15. using Tegra::Shader::PredCondition;
  16. using Tegra::Shader::PredOperation;
  17. using Tegra::Shader::Register;
  18. Node ShaderIR::StoreNode(NodeData&& node_data) {
  19. auto store = std::make_unique<NodeData>(node_data);
  20. const Node node = store.get();
  21. stored_nodes.push_back(std::move(store));
  22. return node;
  23. }
  24. Node ShaderIR::Conditional(Node condition, std::vector<Node>&& code) {
  25. return StoreNode(ConditionalNode(condition, std::move(code)));
  26. }
  27. Node ShaderIR::Comment(const std::string& text) {
  28. return StoreNode(CommentNode(text));
  29. }
  30. Node ShaderIR::Immediate(u32 value) {
  31. return StoreNode(ImmediateNode(value));
  32. }
  33. Node ShaderIR::GetRegister(Register reg) {
  34. if (reg != Register::ZeroIndex) {
  35. used_registers.insert(static_cast<u32>(reg));
  36. }
  37. return StoreNode(GprNode(reg));
  38. }
  39. Node ShaderIR::GetImmediate19(Instruction instr) {
  40. return Immediate(instr.alu.GetImm20_19());
  41. }
  42. Node ShaderIR::GetImmediate32(Instruction instr) {
  43. return Immediate(instr.alu.GetImm20_32());
  44. }
  45. Node ShaderIR::GetConstBuffer(u64 index_, u64 offset_) {
  46. const auto index = static_cast<u32>(index_);
  47. const auto offset = static_cast<u32>(offset_);
  48. const auto [entry, is_new] = used_cbufs.try_emplace(index);
  49. entry->second.MarkAsUsed(offset);
  50. return StoreNode(CbufNode(index, Immediate(offset)));
  51. }
  52. Node ShaderIR::GetConstBufferIndirect(u64 index_, u64 offset_, Node node) {
  53. const auto index = static_cast<u32>(index_);
  54. const auto offset = static_cast<u32>(offset_);
  55. const auto [entry, is_new] = used_cbufs.try_emplace(index);
  56. entry->second.MarkAsUsedIndirect();
  57. const Node final_offset = Operation(OperationCode::UAdd, NO_PRECISE, node, Immediate(offset));
  58. return StoreNode(CbufNode(index, final_offset));
  59. }
  60. Node ShaderIR::GetPredicate(u64 pred_, bool negated) {
  61. const auto pred = static_cast<Pred>(pred_);
  62. if (pred != Pred::UnusedIndex && pred != Pred::NeverExecute) {
  63. used_predicates.insert(pred);
  64. }
  65. return StoreNode(PredicateNode(pred, negated));
  66. }
  67. Node ShaderIR::GetPredicate(bool immediate) {
  68. return GetPredicate(static_cast<u64>(immediate ? Pred::UnusedIndex : Pred::NeverExecute));
  69. }
  70. /*static*/ OperationCode ShaderIR::SignedToUnsignedCode(OperationCode operation_code,
  71. bool is_signed) {
  72. if (is_signed) {
  73. return operation_code;
  74. }
  75. switch (operation_code) {
  76. case OperationCode::FCastInteger:
  77. return OperationCode::FCastUInteger;
  78. case OperationCode::IAdd:
  79. return OperationCode::UAdd;
  80. case OperationCode::IMul:
  81. return OperationCode::UMul;
  82. case OperationCode::IDiv:
  83. return OperationCode::UDiv;
  84. case OperationCode::IMin:
  85. return OperationCode::UMin;
  86. case OperationCode::IMax:
  87. return OperationCode::UMax;
  88. case OperationCode::ICastFloat:
  89. return OperationCode::UCastFloat;
  90. case OperationCode::ICastUnsigned:
  91. return OperationCode::UCastSigned;
  92. case OperationCode::ILogicalShiftLeft:
  93. return OperationCode::ULogicalShiftLeft;
  94. case OperationCode::ILogicalShiftRight:
  95. return OperationCode::ULogicalShiftRight;
  96. case OperationCode::IArithmeticShiftRight:
  97. return OperationCode::UArithmeticShiftRight;
  98. case OperationCode::IBitwiseAnd:
  99. return OperationCode::UBitwiseAnd;
  100. case OperationCode::IBitwiseOr:
  101. return OperationCode::UBitwiseOr;
  102. case OperationCode::IBitwiseXor:
  103. return OperationCode::UBitwiseXor;
  104. case OperationCode::IBitwiseNot:
  105. return OperationCode::UBitwiseNot;
  106. case OperationCode::IBitfieldInsert:
  107. return OperationCode::UBitfieldInsert;
  108. case OperationCode::LogicalILessThan:
  109. return OperationCode::LogicalULessThan;
  110. case OperationCode::LogicalIEqual:
  111. return OperationCode::LogicalUEqual;
  112. case OperationCode::LogicalILessEqual:
  113. return OperationCode::LogicalULessEqual;
  114. case OperationCode::LogicalIGreaterThan:
  115. return OperationCode::LogicalUGreaterThan;
  116. case OperationCode::LogicalINotEqual:
  117. return OperationCode::LogicalUNotEqual;
  118. case OperationCode::LogicalIGreaterEqual:
  119. return OperationCode::LogicalUGreaterEqual;
  120. case OperationCode::INegate:
  121. UNREACHABLE_MSG("Can't negate an unsigned integer");
  122. case OperationCode::IAbsolute:
  123. UNREACHABLE_MSG("Can't apply absolute to an unsigned integer");
  124. }
  125. UNREACHABLE_MSG("Unknown signed operation with code={}", static_cast<u32>(operation_code));
  126. }
  127. } // namespace VideoCommon::Shader