// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include "shader_recompiler/backend/glasm/emit_context.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/frontend/ir/value.h" namespace Shader::Backend::GLASM { void EmitLaneId(EmitContext& ctx, IR::Inst& inst) { ctx.Add("MOV.S {}.x,{}.threadid;", inst, ctx.stage_name); } void EmitVoteAll(EmitContext& ctx, IR::Inst& inst, ScalarS32 pred) { ctx.Add("TGALL.S {}.x,{};", inst, pred); } void EmitVoteAny(EmitContext& ctx, IR::Inst& inst, ScalarS32 pred) { ctx.Add("TGANY.S {}.x,{};", inst, pred); } void EmitVoteEqual(EmitContext& ctx, IR::Inst& inst, ScalarS32 pred) { ctx.Add("TGEQ.S {}.x,{};", inst, pred); } void EmitSubgroupBallot(EmitContext& ctx, IR::Inst& inst, ScalarS32 pred) { ctx.Add("TGBALLOT {}.x,{};", inst, pred); } void EmitSubgroupEqMask(EmitContext& ctx, IR::Inst& inst) { ctx.Add("MOV.U {},{}.threadeqmask;", inst, ctx.stage_name); } void EmitSubgroupLtMask(EmitContext& ctx, IR::Inst& inst) { ctx.Add("MOV.U {},{}.threadltmask;", inst, ctx.stage_name); } void EmitSubgroupLeMask(EmitContext& ctx, IR::Inst& inst) { ctx.Add("MOV.U {},{}.threadlemask;", inst, ctx.stage_name); } void EmitSubgroupGtMask(EmitContext& ctx, IR::Inst& inst) { ctx.Add("MOV.U {},{}.threadgtmask;", inst, ctx.stage_name); } void EmitSubgroupGeMask(EmitContext& ctx, IR::Inst& inst) { ctx.Add("MOV.U {},{}.threadgemask;", inst, ctx.stage_name); } static void Shuffle(EmitContext& ctx, IR::Inst& inst, ScalarU32 value, ScalarU32 index, const IR::Value& clamp, const IR::Value& segmentation_mask, std::string_view op) { std::string mask; if (clamp.IsImmediate() && segmentation_mask.IsImmediate()) { mask = fmt::to_string(clamp.U32() | (segmentation_mask.U32() << 8)); } else { mask = "RC"; ctx.Add("BFI.U RC.x,{{5,8,0,0}},{},{};", ScalarU32{ctx.reg_alloc.Consume(segmentation_mask)}, ScalarU32{ctx.reg_alloc.Consume(clamp)}); } const Register value_ret{ctx.reg_alloc.Define(inst)}; IR::Inst* const in_bounds{inst.GetAssociatedPseudoOperation(IR::Opcode::GetInBoundsFromOp)}; if (in_bounds) { const Register bounds_ret{ctx.reg_alloc.Define(*in_bounds)}; ctx.Add("SHF{}.U {},{},{},{};" "MOV.U {}.x,{}.y;", op, bounds_ret, value, index, mask, value_ret, bounds_ret); in_bounds->Invalidate(); } else { ctx.Add("SHF{}.U {},{},{},{};" "MOV.U {}.x,{}.y;", op, value_ret, value, index, mask, value_ret, value_ret); } } void EmitShuffleIndex(EmitContext& ctx, IR::Inst& inst, ScalarU32 value, ScalarU32 index, const IR::Value& clamp, const IR::Value& segmentation_mask) { Shuffle(ctx, inst, value, index, clamp, segmentation_mask, "IDX"); } void EmitShuffleUp(EmitContext& ctx, IR::Inst& inst, ScalarU32 value, ScalarU32 index, const IR::Value& clamp, const IR::Value& segmentation_mask) { Shuffle(ctx, inst, value, index, clamp, segmentation_mask, "UP"); } void EmitShuffleDown(EmitContext& ctx, IR::Inst& inst, ScalarU32 value, ScalarU32 index, const IR::Value& clamp, const IR::Value& segmentation_mask) { Shuffle(ctx, inst, value, index, clamp, segmentation_mask, "DOWN"); } void EmitShuffleButterfly(EmitContext& ctx, IR::Inst& inst, ScalarU32 value, ScalarU32 index, const IR::Value& clamp, const IR::Value& segmentation_mask) { Shuffle(ctx, inst, value, index, clamp, segmentation_mask, "XOR"); } void EmitFSwizzleAdd(EmitContext&, ScalarF32, ScalarF32, ScalarU32) { throw NotImplementedException("GLASM instruction"); } void EmitDPdxFine(EmitContext& ctx, IR::Inst& inst, ScalarF32 p) { ctx.Add("DDX.FINE {}.x,{};", inst, p); } void EmitDPdyFine(EmitContext& ctx, IR::Inst& inst, ScalarF32 p) { ctx.Add("DDY.FINE {}.x,{};", inst, p); } void EmitDPdxCoarse(EmitContext& ctx, IR::Inst& inst, ScalarF32 p) { ctx.Add("DDX.COARSE {}.x,{};", inst, p); } void EmitDPdyCoarse(EmitContext& ctx, IR::Inst& inst, ScalarF32 p) { ctx.Add("DDY.COARSE {}.x,{};", inst, p); } } // namespace Shader::Backend::GLASM