Commit graph

602 commits

Author SHA1 Message Date
ReinUsesLisp 63ba41a26d shader/memory: Implement ATOMS.ADD.U32 2020-01-16 17:30:55 -03:00
Lioncash a1eee1749e control_flow: Silence -Wreorder warning for CFGRebuildState
Organizes the initializer list in the same order that the variables
would actually be initialized in.
2020-01-14 13:28:48 -05:00
bunnei 55f95e7f26
Merge pull request #3287 from ReinUsesLisp/ldg-stg-16
shader_ir/memory: Implement u16 and u8 for STG and LDG
2020-01-14 09:57:08 -05:00
ReinUsesLisp 13021b534c shader_ir/texture: Simplify AOFFI code 2020-01-09 03:50:37 -03:00
ReinUsesLisp e2a2a556b9 shader_ir/memory: Implement u16 and u8 for STG and LDG
Using the same technique we used for u8 on LDG, implement u16.

In the case of STG, load memory and insert the value we want to set
into it with bitfieldInsert. Then set that value.
2020-01-09 02:12:29 -03:00
bunnei cd0a7dfdbc
Merge pull request #3258 from FernandoS27/shader-amend
Shader_IR: add the ability to amend code in the shader ir.
2020-01-04 14:05:17 -05:00
Fernando Sahmkow 3dd6b55851 Shader_IR: Address Feedback 2020-01-04 14:40:57 -04:00
Fernando Sahmkow a1667a7b46 Shader_IR: Implement TXD Array.
This commit extends the compilation of TXD to support array samplers on
TXD.
2020-01-04 13:28:02 -04:00
bunnei 028b2718ed
Merge pull request #3239 from ReinUsesLisp/p2r
shader/p2r: Implement P2R Pr
2019-12-31 20:37:16 -05:00
Fernando Sahmkow b3371ed09e Shader_IR: add the ability to amend code in the shader ir.
This commit introduces a mechanism by which shader IR code can be
amended and extended. This useful for track algorithms where certain
information can derived from before the track such as indexes to array
samplers.
2019-12-30 15:31:48 -04:00
bunnei 8a76f816a4
Merge pull request #3228 from ReinUsesLisp/ptp
shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
2019-12-26 21:43:44 -05:00
bunnei 16dcfacbfc
Merge pull request #3235 from ReinUsesLisp/ldg-u8
shader/memory: Implement LDG.U8 and unaligned U8 loads
2019-12-21 22:50:28 -05:00
ReinUsesLisp 38d3a48873
shader/p2r: Implement P2R Pr
P2R dumps predicate or condition codes state to a register. This is
useful for unit testing.
2019-12-20 18:02:41 -03:00
ReinUsesLisp cf27b59493
shader/r2p: Refactor P2R to support P2R 2019-12-20 17:55:42 -03:00
bunnei 7be65c6a68
Merge pull request #3234 from ReinUsesLisp/i2f-u8-selector
shader/conversion: Implement byte selector in I2F
2019-12-19 22:36:26 -05:00
ReinUsesLisp ae8d4b6c0c
shader/memory: Implement LDG.U8 and unaligned U8 loads
LDG can load single bytes instead of full integers or packs of integers.
These have the advantage of loading bytes that are not aligned to 4
bytes.

To emulate these this commit gets the byte being referenced (by doing
"address & 3" and then using that to extract the byte from the loaded
integer:

result = bitfieldExtract(loaded_integer, (address % 4) * 8, 8)
2019-12-18 01:21:46 -03:00
ReinUsesLisp a7d6bd1ef1
shader/conversion: Implement byte selector in I2F
I2F's byte selector is used to choose what bytes to convert to float.
e.g. if the input is 0xaabbccdd and the selector is ".B3" it will
convert 0xaa. The default (when it's not shown in nvdisasm) is ".B0", in
that example the default would convert 0xdd to float.
2019-12-18 00:41:22 -03:00
ReinUsesLisp 15a753b9a5
shader/texture: Properly shrink unused entries in size mismatches
When a image format mismatches we were inserting zeroes to the texture
itself. This was not handling cases were the mismatch uses less
coordinates than the guest shader code. Address that by resizing the
vector.
2019-12-17 23:38:10 -03:00
ReinUsesLisp e09c1fbc1f
shader/texture: Implement TLD4.PTP 2019-12-16 04:09:24 -03:00
ReinUsesLisp 844e4a297b
shader/texture: Enable arrayed TLD4 2019-12-16 02:37:21 -03:00
ReinUsesLisp 3d2c44848b
shader/texture: Implement AOFFI for TLD4S 2019-12-16 02:06:42 -03:00
ReinUsesLisp 3d9fff82c0
shader/texture: Remove unnecesary parenthesis 2019-12-16 01:52:33 -03:00
Fernando Sahmkow c0ee0aa1a8 Shader_IR: Correct TLD4S Depth Compare. 2019-12-11 19:53:17 -04:00
Fernando Sahmkow af89723fa3 Shader_Ir: Correct TLD4S encoding and implement f16 flag. 2019-12-11 19:53:17 -04:00
Fernando Sahmkow 271a3264f3 Shader_Ir: default failed tracks on bindless samplers to null values. 2019-12-11 19:53:16 -04:00
ReinUsesLisp 425a254fa2
shader: Implement MEMBAR.GL
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-10 16:45:03 -03:00
ReinUsesLisp 0b5b93053d
shader_ir/other: Implement S2R InvocationId 2019-12-09 23:52:28 -03:00
ReinUsesLisp 9ad6327fbd
shader: Keep track of shaders using warp instructions 2019-12-09 23:40:41 -03:00
ReinUsesLisp 6233b1db08
shader_ir/memory: Implement patch stores 2019-12-09 23:25:21 -03:00
bunnei e36814d6d5
Merge pull request #3109 from FernandoS27/new-instr
Implement FLO & TXD Instructions on GPU Shaders
2019-12-06 18:18:16 -05:00
Lioncash 9403979c22 video_core/const_buffer_locker: Make use of std::tie in HasEqualKeys()
Tidies it up a little bit visually.
2019-11-27 05:53:43 -05:00
Lioncash 930e311526 video_core/const_buffer_locker: Remove unused includes 2019-11-27 05:51:13 -05:00
Lioncash 9341ca7979 video_core/const_buffer_locker: Remove #pragma once from cpp file
Silences a compiler warning.
2019-11-27 05:50:51 -05:00
ReinUsesLisp c8a48aacc0
video_core: Unify ProgramType and ShaderStage into ShaderType 2019-11-22 21:28:48 -03:00
ReinUsesLisp dc9961f341
shader/texture: Handle TLDS texture type mismatches
Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets
used by instructions of 1D textures. To handle the discrepancy this
commit uses the the texture type from the binding and modifies the
emitted code IR to build a valid backend expression.

E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples
a 2D texture in the coordinate ivec2(X, 0).
2019-11-22 21:28:47 -03:00
ReinUsesLisp 32c1bc6a67
shader/texture: Deduce texture buffers from locker
Instead of specializing shaders to separate texture buffers from 1D
textures, use the locker to deduce them while they are being decoded.
2019-11-22 21:28:47 -03:00
ReinUsesLisp 24f4198cee
shader/other: Reduce DEPBAR log severity
While DEPBAR is stubbed it doesn't change anything from our end. Shading
languages handle what this instruction does implicitly. We are not
getting anything out fo this log except noise.
2019-11-19 21:26:40 -03:00
Fernando Sahmkow c8473f399e Shader_IR: Address Feedback 2019-11-18 07:34:34 -04:00
Fernando Sahmkow cd0f5dfc17 Shader_IR: Implement TXD instruction. 2019-11-14 11:15:27 -04:00
Fernando Sahmkow f3d1b370aa Shader_IR: Implement FLO instruction. 2019-11-14 11:15:27 -04:00
Fernando Sahmkow b6f6733131
Merge pull request #3081 from ReinUsesLisp/fswzadd-shuffles
shader: Implement FSWZADD and reimplement SHFL
2019-11-14 10:27:27 -04:00
Rodrigo Locatti cf770a68a5
Merge pull request #3084 from ReinUsesLisp/cast-warnings
video_core: Treat implicit conversions as errors
2019-11-13 02:16:22 -03:00
ReinUsesLisp 096f339a2a video_core: Silence implicit conversion warnings 2019-11-08 22:48:50 +00:00
ReinUsesLisp 56e237d1f9
shader_ir/warp: Implement FSWZADD 2019-11-07 20:08:41 -03:00
ReinUsesLisp 08b2b1080a
gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsics 2019-11-07 20:08:41 -03:00
bunnei b6ae48966d
Merge pull request #3032 from ReinUsesLisp/simplify-control-flow-brx
shader/control_flow: Abstract repeated code chunks in BRX tracking
2019-11-07 01:30:01 -05:00
Rodrigo Locatti ff5a0f370c
shader/control_flow: Specify constness on caller lambdas
Update src/video_core/shader/control_flow.cpp

Co-Authored-By: Mat M. <mathew1800@gmail.com>

Update src/video_core/shader/control_flow.cpp

Co-Authored-By: Mat M. <mathew1800@gmail.com>

Update src/video_core/shader/control_flow.cpp

Co-Authored-By: Mat M. <mathew1800@gmail.com>

Update src/video_core/shader/control_flow.cpp

Co-Authored-By: Mat M. <mathew1800@gmail.com>

Update src/video_core/shader/control_flow.cpp

Co-Authored-By: Mat M. <mathew1800@gmail.com>

Update src/video_core/shader/control_flow.cpp

Co-Authored-By: Mat M. <mathew1800@gmail.com>
2019-11-07 01:44:09 -03:00
ReinUsesLisp 7b069252f8
shader/control_flow: Use callable template instead of std::function 2019-11-07 01:44:08 -03:00
ReinUsesLisp 46c3047283
shader/control_flow: Abstract repeated code chunks in BRX tracking
Remove copied and pasted for cycles into a common templated function.
2019-11-07 01:44:08 -03:00
ReinUsesLisp ae7dfa93be
shader/control_flow: Silence Intellisense cast warnings 2019-11-07 01:44:08 -03:00
ReinUsesLisp deb1b54eed
shader/control_flow: Remove brace initializer in std containers
These containers have a default constructor.
2019-11-07 01:44:08 -03:00
ReinUsesLisp 39c66abd91
shader/decode: Reduce severity of arithmetic rounding warnings 2019-11-07 01:43:38 -03:00
ReinUsesLisp c4374d0d41
shader/arithmetic: Reduce RRO stub severity 2019-11-07 01:43:38 -03:00
ReinUsesLisp 35d40b74b3
shader/texture: Remove NODEP warnings
These warnings don't offer meaningful information while decoding
shaders. Remove them.
2019-11-07 01:43:38 -03:00
Rodrigo Locatti 654b77d2ec
Merge pull request #3039 from ReinUsesLisp/cleanup-samplers
shader/node: Unpack bindless texture encoding
2019-11-06 04:54:11 +00:00
Fernando Sahmkow 23cabc98db Shader_IR: Fix regression on TLD4
Originally on the last commit I thought TLD4 acted the same as TLD4S and 
didn't have a mask. It actually does have a component mask. This commit 
corrects that.
2019-10-30 21:14:57 -04:00
Fernando Sahmkow 9293c3a0f2 Shader_IR: Fix TLD4 and add Bindless Variant.
This commit fixes an issue where not all 4 results of tld4 were being
written, the color component was defaulted to red, among other things.
It also implements the bindless variant.
2019-10-30 12:02:03 -04:00
ReinUsesLisp a993df1ee2
shader/node: Unpack bindless texture encoding
Bindless textures were using u64 to pack the buffer and offset from
where they come from. Drop this in favor of separated entries in the
struct.

Remove the usage of std::set in favor of std::list (it's not std::vector
to avoid reference invalidations) for samplers and images.
2019-10-29 20:53:48 -03:00
Rodrigo Locatti 26f3e18c5c
Merge pull request #2976 from FernandoS27/cache-fast-brx-rebased
Implement Fast BRX, fix TXQ and addapt the Shader Cache for it
2019-10-26 16:56:13 -03:00
Fernando Sahmkow be856a38d6 Shader_IR: Address Feedback. 2019-10-26 15:38:30 -04:00
Rodrigo Locatti a0d79085c4
Merge pull request #3027 from lioncash/lookup
shader_ir: Use std::array with std::pair instead of std::unordered_map
2019-10-26 05:49:15 -03:00
Rodrigo Locatti d52598173d
Merge pull request #3013 from FernandoS27/tld4s-fix
Shader_Ir: Fix TLD4S from using a component mask.
2019-10-25 20:06:26 -03:00
ReinUsesLisp 78f3e8a757 gl_shader_cache: Implement locker variants invalidation 2019-10-25 09:01:32 -04:00
ReinUsesLisp ec85648af3 gl_shader_disk_cache: Store and load fast BRX 2019-10-25 09:01:31 -04:00
ReinUsesLisp fa2c297f3e const_buffer_locker: Minor style changes 2019-10-25 09:01:31 -04:00
ReinUsesLisp 7b81ba4d8a gl_shader_decompiler: Move entries to a separate function 2019-10-25 09:01:31 -04:00
Fernando Sahmkow 1244f2d368 Shader_IR: Implement Fast BRX and allow multi-branches in the CFG. 2019-10-25 09:01:31 -04:00
Fernando Sahmkow a05120ec0b Shader_IR: Correct typo in Consistent method. 2019-10-25 09:01:30 -04:00
Fernando Sahmkow 33fcec3502 Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide it 2019-10-25 09:01:30 -04:00
Fernando Sahmkow 8909f52166 Shader_IR: Implement Fast BRX and allow multi-branches in the CFG. 2019-10-25 09:01:30 -04:00
Fernando Sahmkow acd6441134 Shader_Cache: setup connection of ConstBufferLocker 2019-10-25 09:01:29 -04:00
Fernando Sahmkow 1a58f45d76 VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders. 2019-10-25 09:01:29 -04:00
Fernando Sahmkow 2ef696c85a Shader_IR: Implement BRX tracking. 2019-10-25 09:01:29 -04:00
Lioncash 382717172e shader_ir: Use std::array with pair instead of unordered_map
Given the overall size of the maps are very small, we can use arrays of
pairs here instead of always heap allocating a new map every time the
functions are called. Given the small size of the maps, the difference
in container lookups are negligible, especially given the entries are
already sorted.
2019-10-24 00:25:38 -04:00
Lioncash 1f5401c89c video_core/shader: Resolve instances of variable shadowing
Silences a few -Wshadow warnings.
2019-10-23 23:00:31 -04:00
Fernando Sahmkow 1509d2ffbd Shader_Ir: Fix TLD4S from using a component mask.
TLD4S always outputs 4 values, the previous code checked a component 
mask and omitted those values that weren't part of it. This commit 
corrects that and makes sure all 4 values are set.
2019-10-22 10:59:07 -04:00
ReinUsesLisp 1ea07954fb shader_ir/memory: Ignore global memory when tracking fails
Ignore global memory operations instead of invoking undefined behaviour
when constant buffer tracking fails and we are blasting through asserts,
ignore the operation.

In the case of LDG this means filling the destination registers with
zeroes; for STG this means ignore the instruction as a whole.

The default behaviour is still to abort execution on failure.
2019-10-22 02:49:17 -03:00
Lioncash 074b38b7a9 video_core/shader/ast: Make ShowCurrentState() and SanityCheck() const member functions
These can also trivially be made const member functions, with the
addition of a few consts.
2019-10-17 20:59:48 -04:00
Lioncash 222f4b45eb video_core/shader/ast: Make ASTManager::Print a const member function
Given all visiting functions never modify the nodes, we can trivially
make this a const member function.
2019-10-17 20:56:39 -04:00
Lioncash 7831e86c34 video_core/shader/ast: Make ExprPrinter members private
This member already has an accessor, so there's no need for it to be
public.
2019-10-17 20:39:36 -04:00
Lioncash a2eccbf075 video_core/shader/ast: Make Indent() return a string_view
The returned string is simply a substring of our constexpr tabs
string_view, so we can just use a string_view here as well, since the
original string_view is guaranteed to always exist.

Now the function is fully non-allocating.
2019-10-17 20:29:00 -04:00
Lioncash 15d177a6ac video_core/shader/ast: Make Indent() private
It's never used outside of this class, so we can narrow its scope down.
2019-10-17 20:26:13 -04:00
Lioncash 7f6a8a33d4 video_core/shader/ast: Rename Ident() to Indent()
This can be confusing, given "ident" is generally used as a shorthand
for "identifier".
2019-10-17 20:26:13 -04:00
Lioncash 081530686c video_core/shader/ast: Make use of fmt where applicable
Makes a few strings nicer to read and also eliminates a bit of string
churn with operator+.
2019-10-17 20:26:10 -04:00
bunnei 9fe8072c67
Merge pull request #2980 from lioncash/warn
maxwell_3d: Silence truncation warnings
2019-10-17 14:02:16 -04:00
Lioncash 77b4916b33 control_flow: Silence truncation warnings
This can be trivially fixed by making the input size a size_t.
CFGRebuildState's constructor parameter is already a std::size_t, so
this just makes the size type fully conform with it.
2019-10-15 19:10:28 -04:00
Lioncash 67658dd6e8 shader/node: std::move Meta instance within OperationNode constructor
Allows usages of the constructor to avoid an unnecessary copy.
2019-10-15 18:21:59 -04:00
ReinUsesLisp 3d0f357307
shader/half_set_predicate: Fix HSETP2 for constant buffers
HSETP2 when used with a constant buffer parses the second operand type
as F32. This is not configurable.
2019-10-07 14:49:47 -03:00
ReinUsesLisp 632c9e4ee3
shader/half_set_predicate: Reduce DEBUG_ASSERT to LOG_DEBUG 2019-10-07 14:48:58 -03:00
Lioncash f883cd4f0e video_core/control_flow: Eliminate variable shadowing warnings 2019-10-05 09:14:27 -04:00
Lioncash 25702b6256 video_core/control_flow: Eliminate pessimizing moves
These can inhibit the ability of a compiler to perform RVO.
2019-10-05 09:14:27 -04:00
Lioncash d82b181d44 video_core/ast: Unindent most of IsFullyDecompiled() by one level 2019-10-05 09:14:27 -04:00
Lioncash 6c41d1cd7e video_core/ast: Make ShowCurrentState() take a string_view instead of std::string
Allows the function to be non-allocating in terms of the output string.
2019-10-05 09:14:27 -04:00
Lioncash 3c54edae24 video_core/ast: Eliminate variable shadowing warnings 2019-10-05 09:14:26 -04:00
Lioncash 5a0a9c7449 video_core/ast: Replace std::string with a constexpr std::string_view
Same behavior, but without the need to heap allocate
2019-10-05 09:14:26 -04:00
Lioncash 3a20d9734f video_core/ast: Default the move constructor and assignment operator
This is behaviorally equivalent and also fixes a bug where some members
weren't being moved over.
2019-10-05 09:14:26 -04:00
Lioncash 43503a69bf video_core/{ast, expr}: Organize forward declaration
Keeps them alphabetically sorted for readability.
2019-10-05 09:14:26 -04:00
Lioncash 50ad745585 video_core/expr: Supply operator!= along with operator==
Provides logical symmetry to the interface.
2019-10-05 09:14:26 -04:00
Lioncash 8eb1398f8d video_core/{ast, expr}: Use std::move where applicable
Avoids unnecessary atomic reference count increments and decrements.
2019-10-05 09:14:23 -04:00
Lioncash 8e0c80f269 video_core/ast: Supply const accessors for data where applicable
Provides const equivalents of data accessors for use within const
contexts.
2019-10-05 08:22:03 -04:00