6b23a2c125
* 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
149 lines
4.2 KiB
C#
149 lines
4.2 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Instructions
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{
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static class Lop3Expression
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{
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public static Operand GetFromTruthTable(
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EmitterContext context,
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Operand srcA,
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Operand srcB,
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Operand srcC,
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int imm)
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{
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Operand expr = null;
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//Handle some simple cases, or cases where
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//the KMap would yield poor results (like XORs).
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if (imm == 0x96 || imm == 0x69)
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{
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//XOR (0x96) and XNOR (0x69).
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if (imm == 0x69)
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{
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srcA = context.BitwiseNot(srcA);
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}
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expr = context.BitwiseExclusiveOr(srcA, srcB);
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expr = context.BitwiseExclusiveOr(expr, srcC);
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return expr;
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}
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else if (imm == 0)
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{
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//Always false.
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return Const(IrConsts.False);
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}
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else if (imm == 0xff)
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{
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//Always true.
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return Const(IrConsts.True);
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}
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int map;
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//Encode into gray code.
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map = ((imm >> 0) & 1) << 0;
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map |= ((imm >> 1) & 1) << 4;
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map |= ((imm >> 2) & 1) << 1;
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map |= ((imm >> 3) & 1) << 5;
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map |= ((imm >> 4) & 1) << 3;
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map |= ((imm >> 5) & 1) << 7;
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map |= ((imm >> 6) & 1) << 2;
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map |= ((imm >> 7) & 1) << 6;
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//Solve KMap, get sum of products.
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int visited = 0;
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for (int index = 0; index < 8 && visited != 0xff; index++)
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{
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if ((map & (1 << index)) == 0)
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{
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continue;
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}
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int mask = 0;
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for (int mSize = 4; mSize != 0; mSize >>= 1)
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{
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mask = RotateLeft4((1 << mSize) - 1, index & 3) << (index & 4);
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if ((map & mask) == mask)
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{
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break;
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}
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}
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//The mask should wrap, if we are on the high row, shift to low etc.
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int mask2 = (index & 4) != 0 ? mask >> 4 : mask << 4;
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if ((map & mask2) == mask2)
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{
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mask |= mask2;
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}
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if ((mask & visited) == mask)
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{
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continue;
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}
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bool notA = (mask & 0x33) != 0;
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bool notB = (mask & 0x99) != 0;
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bool notC = (mask & 0x0f) != 0;
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bool aChanges = (mask & 0xcc) != 0 && notA;
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bool bChanges = (mask & 0x66) != 0 && notB;
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bool cChanges = (mask & 0xf0) != 0 && notC;
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Operand localExpr = null;
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void And(Operand source)
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{
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if (localExpr != null)
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{
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localExpr = context.BitwiseAnd(localExpr, source);
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}
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else
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{
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localExpr = source;
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}
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}
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if (!aChanges)
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{
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And(context.BitwiseNot(srcA, notA));
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}
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if (!bChanges)
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{
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And(context.BitwiseNot(srcB, notB));
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}
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if (!cChanges)
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{
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And(context.BitwiseNot(srcC, notC));
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}
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if (expr != null)
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{
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expr = context.BitwiseOr(expr, localExpr);
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}
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else
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{
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expr = localExpr;
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}
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visited |= mask;
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}
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return expr;
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}
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private static int RotateLeft4(int value, int shift)
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{
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return ((value << shift) | (value >> (4 - shift))) & 0xf;
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}
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}
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} |