Initial support for double precision shader instructions. (#963)

* Implement DADD, DFMA and DMUL shader instructions

* Rename FP to FP32

* Correct double immediate

* Classic mistake
This commit is contained in:
gdkchan
2020-03-03 11:02:08 -03:00
committed by GitHub
parent 3045c1a186
commit dc97457bf0
19 changed files with 428 additions and 184 deletions

View File

@ -181,44 +181,54 @@ namespace Ryujinx.Graphics.Shader.Translation
return context.Add(Instruction.FindFirstSetU32, Local(), a);
}
public static Operand FPAbsNeg(this EmitterContext context, Operand a, bool abs, bool neg)
public static Operand FP32ConvertToFP64(this EmitterContext context, Operand a)
{
return context.FPNegate(context.FPAbsolute(a, abs), neg);
return context.Add(Instruction.ConvertFP32ToFP64, Local(), a);
}
public static Operand FPAbsolute(this EmitterContext context, Operand a, bool abs)
public static Operand FP64ConvertToFP32(this EmitterContext context, Operand a)
{
return context.Add(Instruction.ConvertFP64ToFP32, Local(), a);
}
public static Operand FPAbsNeg(this EmitterContext context, Operand a, bool abs, bool neg, Instruction fpType = Instruction.FP32)
{
return context.FPNegate(context.FPAbsolute(a, abs, fpType), neg, fpType);
}
public static Operand FPAbsolute(this EmitterContext context, Operand a, bool abs, Instruction fpType = Instruction.FP32)
{
if (abs)
{
a = context.FPAbsolute(a);
a = context.FPAbsolute(a, fpType);
}
return a;
}
public static Operand FPAbsolute(this EmitterContext context, Operand a)
public static Operand FPAbsolute(this EmitterContext context, Operand a, Instruction fpType = Instruction.FP32)
{
return context.Add(Instruction.FP | Instruction.Absolute, Local(), a);
return context.Add(fpType | Instruction.Absolute, Local(), a);
}
public static Operand FPAdd(this EmitterContext context, Operand a, Operand b)
public static Operand FPAdd(this EmitterContext context, Operand a, Operand b, Instruction fpType = Instruction.FP32)
{
return context.Add(Instruction.FP | Instruction.Add, Local(), a, b);
return context.Add(fpType | Instruction.Add, Local(), a, b);
}
public static Operand FPCeiling(this EmitterContext context, Operand a)
public static Operand FPCeiling(this EmitterContext context, Operand a, Instruction fpType = Instruction.FP32)
{
return context.Add(Instruction.FP | Instruction.Ceiling, Local(), a);
return context.Add(fpType | Instruction.Ceiling, Local(), a);
}
public static Operand FPCompareEqual(this EmitterContext context, Operand a, Operand b)
public static Operand FPCompareEqual(this EmitterContext context, Operand a, Operand b, Instruction fpType = Instruction.FP32)
{
return context.Add(Instruction.FP | Instruction.CompareEqual, Local(), a, b);
return context.Add(fpType | Instruction.CompareEqual, Local(), a, b);
}
public static Operand FPCompareLess(this EmitterContext context, Operand a, Operand b)
public static Operand FPCompareLess(this EmitterContext context, Operand a, Operand b, Instruction fpType = Instruction.FP32)
{
return context.Add(Instruction.FP | Instruction.CompareLess, Local(), a, b);
return context.Add(fpType | Instruction.CompareLess, Local(), a, b);
}
public static Operand FPConvertToS32(this EmitterContext context, Operand a)
@ -233,62 +243,62 @@ namespace Ryujinx.Graphics.Shader.Translation
public static Operand FPCosine(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.Cosine, Local(), a);
return context.Add(Instruction.FP32 | 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);
return context.Add(Instruction.FP32 | Instruction.Divide, Local(), a, b);
}
public static Operand FPExponentB2(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.ExponentB2, Local(), a);
return context.Add(Instruction.FP32 | Instruction.ExponentB2, Local(), a);
}
public static Operand FPFloor(this EmitterContext context, Operand a)
public static Operand FPFloor(this EmitterContext context, Operand a, Instruction fpType = Instruction.FP32)
{
return context.Add(Instruction.FP | Instruction.Floor, Local(), a);
return context.Add(fpType | Instruction.Floor, Local(), a);
}
public static Operand FPFusedMultiplyAdd(this EmitterContext context, Operand a, Operand b, Operand c)
public static Operand FPFusedMultiplyAdd(this EmitterContext context, Operand a, Operand b, Operand c, Instruction fpType = Instruction.FP32)
{
return context.Add(Instruction.FusedMultiplyAdd, Local(), a, b, c);
return context.Add(fpType | Instruction.FusedMultiplyAdd, Local(), a, b, c);
}
public static Operand FPLogarithmB2(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.LogarithmB2, Local(), a);
return context.Add(Instruction.FP32 | 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);
return context.Add(Instruction.FP32 | 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);
return context.Add(Instruction.FP32 | Instruction.Minimum, Local(), a, b);
}
public static Operand FPMultiply(this EmitterContext context, Operand a, Operand b)
public static Operand FPMultiply(this EmitterContext context, Operand a, Operand b, Instruction fpType = Instruction.FP32)
{
return context.Add(Instruction.FP | Instruction.Multiply, Local(), a, b);
return context.Add(fpType | Instruction.Multiply, Local(), a, b);
}
public static Operand FPNegate(this EmitterContext context, Operand a, bool neg)
public static Operand FPNegate(this EmitterContext context, Operand a, bool neg, Instruction fpType = Instruction.FP32)
{
if (neg)
{
a = context.FPNegate(a);
a = context.FPNegate(a, fpType);
}
return a;
}
public static Operand FPNegate(this EmitterContext context, Operand a)
public static Operand FPNegate(this EmitterContext context, Operand a, Instruction fpType = Instruction.FP32)
{
return context.Add(Instruction.FP | Instruction.Negate, Local(), a);
return context.Add(fpType | Instruction.Negate, Local(), a);
}
public static Operand FPReciprocal(this EmitterContext context, Operand a)
@ -298,42 +308,42 @@ namespace Ryujinx.Graphics.Shader.Translation
public static Operand FPReciprocalSquareRoot(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.ReciprocalSquareRoot, Local(), a);
return context.Add(Instruction.FP32 | Instruction.ReciprocalSquareRoot, Local(), a);
}
public static Operand FPRound(this EmitterContext context, Operand a)
public static Operand FPRound(this EmitterContext context, Operand a, Instruction fpType = Instruction.FP32)
{
return context.Add(Instruction.FP | Instruction.Round, Local(), a);
return context.Add(fpType | Instruction.Round, Local(), a);
}
public static Operand FPSaturate(this EmitterContext context, Operand a, bool sat)
public static Operand FPSaturate(this EmitterContext context, Operand a, bool sat, Instruction fpType = Instruction.FP32)
{
if (sat)
{
a = context.FPSaturate(a);
a = context.FPSaturate(a, fpType);
}
return a;
}
public static Operand FPSaturate(this EmitterContext context, Operand a)
public static Operand FPSaturate(this EmitterContext context, Operand a, Instruction fpType = Instruction.FP32)
{
return context.Add(Instruction.FP | Instruction.Clamp, Local(), a, ConstF(0), ConstF(1));
return context.Add(fpType | 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);
return context.Add(Instruction.FP32 | Instruction.Sine, Local(), a);
}
public static Operand FPSquareRoot(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.SquareRoot, Local(), a);
return context.Add(Instruction.FP32 | Instruction.SquareRoot, Local(), a);
}
public static Operand FPTruncate(this EmitterContext context, Operand a)
public static Operand FPTruncate(this EmitterContext context, Operand a, Instruction fpType = Instruction.FP32)
{
return context.Add(Instruction.Truncate, Local(), a);
return context.Add(fpType | Instruction.Truncate, Local(), a);
}
public static Operand FPSwizzleAdd(this EmitterContext context, Operand a, Operand b, int mask)
@ -501,6 +511,11 @@ namespace Ryujinx.Graphics.Shader.Translation
return context.Add(Instruction.MultiplyHighU32, Local(), a, b);
}
public static Operand PackDouble2x32(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.PackDouble2x32, Local(), a, b);
}
public static Operand PackHalf2x16(this EmitterContext context, Operand a, Operand b)
{
return context.Add(Instruction.PackHalf2x16, Local(), a, b);
@ -563,6 +578,25 @@ namespace Ryujinx.Graphics.Shader.Translation
return context.Add(Instruction.StoreShared, null, a, b);
}
public static Operand UnpackDouble2x32High(this EmitterContext context, Operand a)
{
return UnpackDouble2x32(context, a, 1);
}
public static Operand UnpackDouble2x32Low(this EmitterContext context, Operand a)
{
return UnpackDouble2x32(context, a, 0);
}
private static Operand UnpackDouble2x32(this EmitterContext context, Operand a, int index)
{
Operand dest = Local();
context.Add(new Operation(Instruction.UnpackDouble2x32, index, dest, a));
return dest;
}
public static Operand UnpackHalf2x16High(this EmitterContext context, Operand a)
{
return UnpackHalf2x16(context, a, 1);

View File

@ -304,7 +304,7 @@ namespace Ryujinx.Graphics.Shader.Translation
Operand coordNormalized = Local();
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, coordNormalized, source, Float(coordSize)));
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, coordNormalized, source, Float(coordSize)));
sources[coordsIndex + index] = coordNormalized;
}
@ -375,13 +375,13 @@ namespace Ryujinx.Graphics.Shader.Translation
Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
Operand source = sources[coordsIndex + index];
Operand coordPlusOffset = Local();
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
sources[coordsIndex + index] = coordPlusOffset;
}

View File

@ -101,51 +101,51 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
EvaluateBinary(operation, (x, y) => y != 0 ? x / y : 0);
break;
case Instruction.FP | Instruction.Add:
case Instruction.FP32 | Instruction.Add:
EvaluateFPBinary(operation, (x, y) => x + y);
break;
case Instruction.FP | Instruction.Clamp:
case Instruction.FP32 | Instruction.Clamp:
EvaluateFPTernary(operation, (x, y, z) => Math.Clamp(x, y, z));
break;
case Instruction.FP | Instruction.CompareEqual:
case Instruction.FP32 | Instruction.CompareEqual:
EvaluateFPBinary(operation, (x, y) => x == y);
break;
case Instruction.FP | Instruction.CompareGreater:
case Instruction.FP32 | Instruction.CompareGreater:
EvaluateFPBinary(operation, (x, y) => x > y);
break;
case Instruction.FP | Instruction.CompareGreaterOrEqual:
case Instruction.FP32 | Instruction.CompareGreaterOrEqual:
EvaluateFPBinary(operation, (x, y) => x >= y);
break;
case Instruction.FP | Instruction.CompareLess:
case Instruction.FP32 | Instruction.CompareLess:
EvaluateFPBinary(operation, (x, y) => x < y);
break;
case Instruction.FP | Instruction.CompareLessOrEqual:
case Instruction.FP32 | Instruction.CompareLessOrEqual:
EvaluateFPBinary(operation, (x, y) => x <= y);
break;
case Instruction.FP | Instruction.CompareNotEqual:
case Instruction.FP32 | Instruction.CompareNotEqual:
EvaluateFPBinary(operation, (x, y) => x != y);
break;
case Instruction.FP | Instruction.Divide:
case Instruction.FP32 | Instruction.Divide:
EvaluateFPBinary(operation, (x, y) => x / y);
break;
case Instruction.FP | Instruction.Multiply:
case Instruction.FP32 | Instruction.Multiply:
EvaluateFPBinary(operation, (x, y) => x * y);
break;
case Instruction.FP | Instruction.Negate:
case Instruction.FP32 | Instruction.Negate:
EvaluateFPUnary(operation, (x) => -x);
break;
case Instruction.FP | Instruction.Subtract:
case Instruction.FP32 | Instruction.Subtract:
EvaluateFPBinary(operation, (x, y) => x - y);
break;