Files
ryujinx/src/Ryujinx.Graphics.Shader/Instructions/InstEmitWarp.cs
gdkchan b423197619 Delete ShaderConfig and organize shader resources/definitions better (#5509)
* Move some properties out of ShaderConfig

* Stop using ShaderConfig on backends

* Replace ShaderConfig usages on Translator and passes

* Move remaining properties out of ShaderConfig and delete ShaderConfig

* Remove ResourceManager property from TranslatorContext

* Move Rewriter passes to separate transform pass files

* Fix TransformPasses.RunPass on cases where a node is removed

* Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage

* Reduce excessive parameter passing a bit by using structs more

* Remove binding parameter from ShaderProperties methods since it is redundant

* Replace decoder instruction checks with switch statement

* Put GLSL on the same plan as SPIR-V for input/output declaration

* Stop mutating TranslatorContext state when Translate is called

* Pass most of the graphics state using a struct instead of individual query methods

* Auto-format

* Auto-format

* Add backend logging interface

* Auto-format

* Remove unnecessary use of interpolated strings

* Remove more modifications of AttributeUsage after decode

* PR feedback

* gl_Layer is not supported on compute
2023-08-13 22:26:42 -03:00

84 lines
2.8 KiB
C#

using Ryujinx.Graphics.Shader.Decoders;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.Translation;
using static Ryujinx.Graphics.Shader.Instructions.InstEmitHelper;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Instructions
{
static partial class InstEmit
{
public static void Fswzadd(EmitterContext context)
{
InstFswzadd op = context.GetOp<InstFswzadd>();
Operand srcA = GetSrcReg(context, op.SrcA);
Operand srcB = GetSrcReg(context, op.SrcB);
Operand dest = GetDest(op.Dest);
context.Copy(dest, context.FPSwizzleAdd(srcA, srcB, op.PnWord));
InstEmitAluHelper.SetFPZnFlags(context, dest, op.WriteCC);
}
public static void Shfl(EmitterContext context)
{
InstShfl op = context.GetOp<InstShfl>();
Operand pred = Register(op.DestPred, RegisterType.Predicate);
Operand srcA = GetSrcReg(context, op.SrcA);
Operand srcB = op.BFixShfl ? Const(op.SrcBImm) : GetSrcReg(context, op.SrcB);
Operand srcC = op.CFixShfl ? Const(op.SrcCImm) : GetSrcReg(context, op.SrcC);
(Operand res, Operand valid) = op.ShflMode switch
{
ShflMode.Idx => context.Shuffle(srcA, srcB, srcC),
ShflMode.Up => context.ShuffleUp(srcA, srcB, srcC),
ShflMode.Down => context.ShuffleDown(srcA, srcB, srcC),
ShflMode.Bfly => context.ShuffleXor(srcA, srcB, srcC),
_ => (null, null),
};
context.Copy(GetDest(op.Dest), res);
context.Copy(pred, valid);
}
public static void Vote(EmitterContext context)
{
InstVote op = context.GetOp<InstVote>();
Operand pred = GetPredicate(context, op.SrcPred, op.SrcPredInv);
Operand res = null;
switch (op.VoteMode)
{
case VoteMode.All:
res = context.VoteAll(pred);
break;
case VoteMode.Any:
res = context.VoteAny(pred);
break;
case VoteMode.Eq:
res = context.VoteAllEqual(pred);
break;
}
if (res != null)
{
context.Copy(Register(op.VpDest, RegisterType.Predicate), res);
}
else
{
context.TranslatorContext.GpuAccessor.Log($"Invalid vote operation: {op.VoteMode}.");
}
if (op.Dest != RegisterConsts.RegisterZeroIndex)
{
context.Copy(GetDest(op.Dest), context.Ballot(pred));
}
}
}
}