// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include "common/bit_field.h" #include "common/common_types.h" #include "shader_recompiler/frontend/maxwell/translate/impl/common_funcs.h" #include "shader_recompiler/frontend/maxwell/translate/impl/impl.h" namespace Shader::Maxwell { namespace { // https://forums.developer.nvidia.com/t/reverse-lut-for-lop3-lut/110651 // Emulate GPU's LOP3.LUT (three-input logic op with 8-bit truth table) IR::U32 ApplyLUT(IR::IREmitter& ir, const IR::U32& a, const IR::U32& b, const IR::U32& c, u64 ttbl) { IR::U32 r{ir.Imm32(0)}; const IR::U32 not_a{ir.BitwiseNot(a)}; const IR::U32 not_b{ir.BitwiseNot(b)}; const IR::U32 not_c{ir.BitwiseNot(c)}; if (ttbl & 0x01) { // r |= ~a & ~b & ~c; const auto lhs{ir.BitwiseAnd(not_a, not_b)}; const auto rhs{ir.BitwiseAnd(lhs, not_c)}; r = ir.BitwiseOr(r, rhs); } if (ttbl & 0x02) { // r |= ~a & ~b & c; const auto lhs{ir.BitwiseAnd(not_a, not_b)}; const auto rhs{ir.BitwiseAnd(lhs, c)}; r = ir.BitwiseOr(r, rhs); } if (ttbl & 0x04) { // r |= ~a & b & ~c; const auto lhs{ir.BitwiseAnd(not_a, b)}; const auto rhs{ir.BitwiseAnd(lhs, not_c)}; r = ir.BitwiseOr(r, rhs); } if (ttbl & 0x08) { // r |= ~a & b & c; const auto lhs{ir.BitwiseAnd(not_a, b)}; const auto rhs{ir.BitwiseAnd(lhs, c)}; r = ir.BitwiseOr(r, rhs); } if (ttbl & 0x10) { // r |= a & ~b & ~c; const auto lhs{ir.BitwiseAnd(a, not_b)}; const auto rhs{ir.BitwiseAnd(lhs, not_c)}; r = ir.BitwiseOr(r, rhs); } if (ttbl & 0x20) { // r |= a & ~b & c; const auto lhs{ir.BitwiseAnd(a, not_b)}; const auto rhs{ir.BitwiseAnd(lhs, c)}; r = ir.BitwiseOr(r, rhs); } if (ttbl & 0x40) { // r |= a & b & ~c; const auto lhs{ir.BitwiseAnd(a, b)}; const auto rhs{ir.BitwiseAnd(lhs, not_c)}; r = ir.BitwiseOr(r, rhs); } if (ttbl & 0x80) { // r |= a & b & c; const auto lhs{ir.BitwiseAnd(a, b)}; const auto rhs{ir.BitwiseAnd(lhs, c)}; r = ir.BitwiseOr(r, rhs); } return r; } IR::U32 LOP3(TranslatorVisitor& v, u64 insn, const IR::U32& op_b, const IR::U32& op_c, u64 lut) { union { u64 insn; BitField<0, 8, IR::Reg> dest_reg; BitField<8, 8, IR::Reg> src_reg; } const lop3{insn}; const IR::U32 op_a{v.X(lop3.src_reg)}; const IR::U32 result{ApplyLUT(v.ir, op_a, op_b, op_c, lut)}; v.X(lop3.dest_reg, result); return result; } u64 GetLut48(u64 insn) { union { u64 raw; BitField<48, 8, u64> lut; } const lut{insn}; return lut.lut; } } // Anonymous namespace void TranslatorVisitor::LOP3_reg(u64 insn) { union { u64 insn; BitField<28, 8, u64> lut; BitField<38, 1, u64> x; BitField<36, 2, PredicateOp> pred_op; BitField<48, 3, IR::Pred> pred; } const lop3{insn}; if (lop3.x != 0) { throw NotImplementedException("LOP3 X"); } const IR::U32 result{LOP3(*this, insn, GetReg20(insn), GetReg39(insn), lop3.lut)}; const IR::U1 pred_result{PredicateOperation(ir, result, lop3.pred_op)}; ir.SetPred(lop3.pred, pred_result); } void TranslatorVisitor::LOP3_cbuf(u64 insn) { LOP3(*this, insn, GetCbuf(insn), GetReg39(insn), GetLut48(insn)); } void TranslatorVisitor::LOP3_imm(u64 insn) { LOP3(*this, insn, GetImm20(insn), GetReg39(insn), GetLut48(insn)); } } // namespace Shader::Maxwell