// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/glsl_emit_context.h" #include "shader_recompiler/frontend/ir/value.h" namespace Shader::Backend::GLSL { namespace { constexpr char cas_loop[]{"for(;;){{uint old_value={};uint " "cas_result=atomicCompSwap({},old_value,bitfieldInsert({},{},{},{}));" "if(cas_result==old_value){{break;}}}}"}; void SharedWriteCas(EmitContext& ctx, std::string_view offset, std::string_view value, std::string_view bit_offset, u32 num_bits) { const auto smem{fmt::format("smem[{}>>2]", offset)}; ctx.Add(cas_loop, smem, smem, smem, value, bit_offset, num_bits); } } // Anonymous namespace void EmitLoadSharedU8(EmitContext& ctx, IR::Inst& inst, std::string_view offset) { ctx.AddU32("{}=bitfieldExtract(smem[{}>>2],int({}%4)*8,8);", inst, offset, offset); } void EmitLoadSharedS8(EmitContext& ctx, IR::Inst& inst, std::string_view offset) { ctx.AddU32("{}=bitfieldExtract(int(smem[{}>>2]),int({}%4)*8,8);", inst, offset, offset); } void EmitLoadSharedU16(EmitContext& ctx, IR::Inst& inst, std::string_view offset) { ctx.AddU32("{}=bitfieldExtract(smem[{}>>2],int(({}>>1)%2)*16,16);", inst, offset, offset); } void EmitLoadSharedS16(EmitContext& ctx, IR::Inst& inst, std::string_view offset) { ctx.AddU32("{}=bitfieldExtract(int(smem[{}>>2]),int(({}>>1)%2)*16,16);", inst, offset, offset); } void EmitLoadSharedU32(EmitContext& ctx, IR::Inst& inst, std::string_view offset) { ctx.AddU32("{}=smem[{}>>2];", inst, offset); } void EmitLoadSharedU64(EmitContext& ctx, IR::Inst& inst, std::string_view offset) { ctx.AddU32x2("{}=uvec2(smem[{}>>2],smem[({}+4)>>2]);", inst, offset, offset); } void EmitLoadSharedU128(EmitContext& ctx, IR::Inst& inst, std::string_view offset) { ctx.AddU32x4("{}=uvec4(smem[{}>>2],smem[({}+4)>>2],smem[({}+8)>>2],smem[({}+12)>>2]);", inst, offset, offset, offset, offset); } void EmitWriteSharedU8(EmitContext& ctx, std::string_view offset, std::string_view value) { const auto bit_offset{fmt::format("int({}%4)*8", offset)}; SharedWriteCas(ctx, offset, value, bit_offset, 8); } void EmitWriteSharedU16(EmitContext& ctx, std::string_view offset, std::string_view value) { const auto bit_offset{fmt::format("int(({}>>1)%2)*16", offset)}; SharedWriteCas(ctx, offset, value, bit_offset, 16); } void EmitWriteSharedU32(EmitContext& ctx, std::string_view offset, std::string_view value) { ctx.Add("smem[{}>>2]={};", offset, value); } void EmitWriteSharedU64(EmitContext& ctx, std::string_view offset, std::string_view value) { ctx.Add("smem[{}>>2]={}.x;", offset, value); ctx.Add("smem[({}+4)>>2]={}.y;", offset, value); } void EmitWriteSharedU128(EmitContext& ctx, std::string_view offset, std::string_view value) { ctx.Add("smem[{}>>2]={}.x;", offset, value); ctx.Add("smem[({}+4)>>2]={}.y;", offset, value); ctx.Add("smem[({}+8)>>2]={}.z;", offset, value); ctx.Add("smem[({}+12)>>2]={}.w;", offset, value); } } // namespace Shader::Backend::GLSL