1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
|
// 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
|