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// 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 {

static void Alias(IR::Inst& inst, const IR::Value& value) {
    if (value.IsImmediate()) {
        return;
    }
    IR::Inst& value_inst{RegAlloc::AliasInst(*value.Inst())};
    value_inst.DestructiveAddUsage(inst.UseCount());
    value_inst.DestructiveRemoveUsage();
    inst.SetDefinition(value_inst.Definition<Id>());
}

void EmitIdentity(EmitContext&, IR::Inst& inst, const IR::Value& value) {
    Alias(inst, value);
}

void EmitConditionRef(EmitContext&, IR::Inst& inst, const IR::Value& value) {
    Alias(inst, value);
}

void EmitBitCastU16F16(EmitContext&, IR::Inst& inst, const IR::Value& value) {
    Alias(inst, value);
}

void EmitBitCastU32F32(EmitContext&, IR::Inst& inst, const IR::Value& value) {
    Alias(inst, value);
}

void EmitBitCastU64F64(EmitContext&, IR::Inst& inst, const IR::Value& value) {
    Alias(inst, value);
}

void EmitBitCastF16U16(EmitContext&, IR::Inst& inst, const IR::Value& value) {
    Alias(inst, value);
}

void EmitBitCastF32U32(EmitContext&, IR::Inst& inst, const IR::Value& value) {
    Alias(inst, value);
}

void EmitBitCastF64U64(EmitContext&, IR::Inst& inst, const IR::Value& value) {
    Alias(inst, value);
}

void EmitPackUint2x32(EmitContext& ctx, IR::Inst& inst, Register value) {
    ctx.LongAdd("PK64.U {}.x,{};", inst, value);
}

void EmitUnpackUint2x32(EmitContext& ctx, IR::Inst& inst, Register value) {
    ctx.Add("UP64.U {}.xy,{}.x;", inst, value);
}

void EmitPackFloat2x16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] Register value) {
    throw NotImplementedException("GLASM instruction");
}

void EmitUnpackFloat2x16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] Register value) {
    throw NotImplementedException("GLASM instruction");
}

void EmitPackHalf2x16(EmitContext& ctx, IR::Inst& inst, Register value) {
    ctx.Add("PK2H {}.x,{};", inst, value);
}

void EmitUnpackHalf2x16(EmitContext& ctx, IR::Inst& inst, Register value) {
    ctx.Add("UP2H {}.xy,{}.x;", inst, value);
}

void EmitPackDouble2x32(EmitContext& ctx, IR::Inst& inst, Register value) {
    ctx.LongAdd("PK64 {}.x,{};", inst, value);
}

void EmitUnpackDouble2x32(EmitContext& ctx, IR::Inst& inst, Register value) {
    ctx.Add("UP64 {}.xy,{}.x;", inst, value);
}

} // namespace Shader::Backend::GLASM