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-rw-r--r--src/shader_recompiler/frontend/maxwell/translate/impl/floating_point_add.cpp82
1 files changed, 82 insertions, 0 deletions
diff --git a/src/shader_recompiler/frontend/maxwell/translate/impl/floating_point_add.cpp b/src/shader_recompiler/frontend/maxwell/translate/impl/floating_point_add.cpp
new file mode 100644
index 000000000..b8c89810c
--- /dev/null
+++ b/src/shader_recompiler/frontend/maxwell/translate/impl/floating_point_add.cpp
@@ -0,0 +1,82 @@
+// Copyright 2021 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include "common/common_types.h"
+#include "shader_recompiler/exception.h"
+#include "shader_recompiler/frontend/maxwell/translate/impl/common_encoding.h"
+#include "shader_recompiler/frontend/maxwell/translate/impl/impl.h"
+
+namespace Shader::Maxwell {
+namespace {
+void FADD(TranslatorVisitor& v, u64 insn, bool sat, bool cc, bool ftz, FpRounding fp_rounding,
+ const IR::F32& src_b, bool abs_a, bool neg_a, bool abs_b, bool neg_b) {
+ union {
+ u64 raw;
+ BitField<0, 8, IR::Reg> dest_reg;
+ BitField<8, 8, IR::Reg> src_a;
+ } const fadd{insn};
+
+ if (cc) {
+ throw NotImplementedException("FADD CC");
+ }
+ const IR::F32 op_a{v.ir.FPAbsNeg(v.F(fadd.src_a), abs_a, neg_a)};
+ const IR::F32 op_b{v.ir.FPAbsNeg(src_b, abs_b, neg_b)};
+ IR::FpControl control{
+ .no_contraction = true,
+ .rounding = CastFpRounding(fp_rounding),
+ .fmz_mode = (ftz ? IR::FmzMode::FTZ : IR::FmzMode::None),
+ };
+ IR::F32 value{v.ir.FPAdd(op_a, op_b, control)};
+ if (sat) {
+ value = v.ir.FPSaturate(value);
+ }
+ v.F(fadd.dest_reg, value);
+}
+
+void FADD(TranslatorVisitor& v, u64 insn, const IR::F32& src_b) {
+ union {
+ u64 raw;
+ BitField<39, 2, FpRounding> fp_rounding;
+ BitField<44, 1, u64> ftz;
+ BitField<45, 1, u64> neg_b;
+ BitField<46, 1, u64> abs_a;
+ BitField<47, 1, u64> cc;
+ BitField<48, 1, u64> neg_a;
+ BitField<49, 1, u64> abs_b;
+ BitField<50, 1, u64> sat;
+ } const fadd{insn};
+
+ FADD(v, insn, fadd.sat != 0, fadd.cc != 0, fadd.ftz != 0, fadd.fp_rounding, src_b,
+ fadd.abs_a != 0, fadd.neg_a != 0, fadd.abs_b != 0, fadd.neg_b != 0);
+}
+} // Anonymous namespace
+
+void TranslatorVisitor::FADD_reg(u64 insn) {
+ FADD(*this, insn, GetFloatReg20(insn));
+}
+
+void TranslatorVisitor::FADD_cbuf(u64 insn) {
+ FADD(*this, insn, GetFloatCbuf(insn));
+}
+
+void TranslatorVisitor::FADD_imm(u64 insn) {
+ FADD(*this, insn, GetFloatImm20(insn));
+}
+
+void TranslatorVisitor::FADD32I(u64 insn) {
+ union {
+ u64 raw;
+ BitField<55, 1, u64> ftz;
+ BitField<56, 1, u64> neg_a;
+ BitField<54, 1, u64> abs_a;
+ BitField<52, 1, u64> cc;
+ BitField<53, 1, u64> neg_b;
+ BitField<57, 1, u64> abs_b;
+ } const fadd32i{insn};
+
+ FADD(*this, insn, false, fadd32i.cc != 0, fadd32i.ftz != 0, FpRounding::RN, GetFloatImm32(insn),
+ fadd32i.abs_a != 0, fadd32i.neg_a != 0, fadd32i.abs_b != 0, fadd32i.neg_b != 0);
+}
+
+} // namespace Shader::Maxwell