Simplified F2I shader instruction codegen
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@ -50,6 +50,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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Add(Instruction.CompareNotEqual, InstType.OpBinaryCom, "!=", 5);
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Add(Instruction.CompareNotEqual, InstType.OpBinaryCom, "!=", 5);
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Add(Instruction.ConditionalSelect, InstType.OpTernary, "?:", 12);
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Add(Instruction.ConditionalSelect, InstType.OpTernary, "?:", 12);
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Add(Instruction.ConvertFPToS32, InstType.CallUnary, "int");
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Add(Instruction.ConvertFPToS32, InstType.CallUnary, "int");
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Add(Instruction.ConvertFPToU32, InstType.CallUnary, "uint");
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Add(Instruction.ConvertS32ToFP, InstType.CallUnary, "float");
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Add(Instruction.ConvertS32ToFP, InstType.CallUnary, "float");
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Add(Instruction.ConvertU32ToFP, InstType.CallUnary, "float");
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Add(Instruction.ConvertU32ToFP, InstType.CallUnary, "float");
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Add(Instruction.Cosine, InstType.CallUnary, "cos");
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Add(Instruction.Cosine, InstType.CallUnary, "cos");
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@ -99,12 +99,26 @@ namespace Ryujinx.Graphics.Shader.Instructions
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break;
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break;
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}
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}
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long min = GetIntMin(intType);
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if (!isSignedInt)
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long max = GetIntMax(intType);
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{
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// Negative float to uint cast is undefined, so we clamp
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// the value before conversion.
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srcB = context.FPMaximum(srcB, ConstF(0));
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}
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srcB = context.FPClamp(srcB, ConstF(min), ConstF(max));
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srcB = isSignedInt
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? context.FPConvertToS32(srcB)
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: context.FPConvertToU32(srcB);
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srcB = context.FPConvertToS32(srcB);
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if (isSmallInt)
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{
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int min = (int)GetIntMin(intType);
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int max = (int)GetIntMax(intType);
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srcB = isSignedInt
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? context.IClampS32(srcB, Const(min), Const(max))
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: context.IClampU32(srcB, Const(min), Const(max));
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}
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Operand dest = GetDest(context);
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Operand dest = GetDest(context);
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@ -46,6 +46,7 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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CompareNotEqual,
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CompareNotEqual,
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ConditionalSelect,
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ConditionalSelect,
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ConvertFPToS32,
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ConvertFPToS32,
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ConvertFPToU32,
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ConvertS32ToFP,
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ConvertS32ToFP,
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ConvertU32ToFP,
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ConvertU32ToFP,
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Copy,
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Copy,
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@ -64,6 +64,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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Add(Instruction.CompareNotEqual, VariableType.Bool, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.CompareNotEqual, VariableType.Bool, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.ConditionalSelect, VariableType.Scalar, VariableType.Bool, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.ConditionalSelect, VariableType.Scalar, VariableType.Bool, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.ConvertFPToS32, VariableType.S32, VariableType.F32);
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Add(Instruction.ConvertFPToS32, VariableType.S32, VariableType.F32);
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Add(Instruction.ConvertFPToU32, VariableType.U32, VariableType.F32);
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Add(Instruction.ConvertS32ToFP, VariableType.F32, VariableType.S32);
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Add(Instruction.ConvertS32ToFP, VariableType.F32, VariableType.S32);
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Add(Instruction.ConvertU32ToFP, VariableType.F32, VariableType.U32);
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Add(Instruction.ConvertU32ToFP, VariableType.F32, VariableType.U32);
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Add(Instruction.Cosine, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.Cosine, VariableType.Scalar, VariableType.Scalar);
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@ -206,11 +206,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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return context.Add(Instruction.FP | Instruction.Ceiling, Local(), a);
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return context.Add(Instruction.FP | Instruction.Ceiling, Local(), a);
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}
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}
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public static Operand FPClamp(this EmitterContext context, Operand a, Operand b, Operand c)
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{
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return context.Add(Instruction.FP | Instruction.Clamp, Local(), a, b, c);
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}
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public static Operand FPCompareEqual(this EmitterContext context, Operand a, Operand b)
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public static Operand FPCompareEqual(this EmitterContext context, Operand a, Operand b)
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{
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{
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return context.Add(Instruction.FP | Instruction.CompareEqual, Local(), a, b);
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return context.Add(Instruction.FP | Instruction.CompareEqual, Local(), a, b);
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@ -226,6 +221,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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return context.Add(Instruction.ConvertFPToS32, Local(), a);
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return context.Add(Instruction.ConvertFPToS32, Local(), a);
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}
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}
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public static Operand FPConvertToU32(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.ConvertFPToU32, Local(), a);
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}
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public static Operand FPCosine(this EmitterContext context, Operand a)
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public static Operand FPCosine(this EmitterContext context, Operand a)
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{
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{
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return context.Add(Instruction.FP | Instruction.Cosine, Local(), a);
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return context.Add(Instruction.FP | Instruction.Cosine, Local(), a);
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