108 lines
4.8 KiB
C++
108 lines
4.8 KiB
C++
// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLSL {
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namespace {
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void SetInBoundsFlag(EmitContext& ctx, IR::Inst& inst) {
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IR::Inst* const in_bounds{inst.GetAssociatedPseudoOperation(IR::Opcode::GetInBoundsFromOp)};
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if (!in_bounds) {
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return;
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}
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ctx.AddU1("{}=shfl_in_bounds;", *in_bounds);
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in_bounds->Invalidate();
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}
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std::string ComputeMinThreadId(std::string_view thread_id, std::string_view segmentation_mask) {
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return fmt::format("({}&{})", thread_id, segmentation_mask);
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}
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std::string ComputeMaxThreadId(std::string_view min_thread_id, std::string_view clamp,
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std::string_view not_seg_mask) {
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return fmt::format("({})|({}&{})", min_thread_id, clamp, not_seg_mask);
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}
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std::string GetMaxThreadId(std::string_view thread_id, std::string_view clamp,
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std::string_view segmentation_mask) {
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const auto not_seg_mask{fmt::format("(~{})", segmentation_mask)};
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const auto min_thread_id{ComputeMinThreadId(thread_id, segmentation_mask)};
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return ComputeMaxThreadId(min_thread_id, clamp, not_seg_mask);
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}
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} // namespace
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void EmitShuffleIndex(EmitContext& ctx, IR::Inst& inst, std::string_view value,
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std::string_view index, std::string_view clamp,
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std::string_view segmentation_mask) {
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const auto not_seg_mask{fmt::format("(~{})", segmentation_mask)};
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const auto thread_id{"gl_SubGroupInvocationARB"};
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const auto min_thread_id{ComputeMinThreadId(thread_id, segmentation_mask)};
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const auto max_thread_id{ComputeMaxThreadId(min_thread_id, clamp, not_seg_mask)};
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const auto lhs{fmt::format("({}&{})", index, not_seg_mask)};
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const auto src_thread_id{fmt::format("({})|({})", lhs, min_thread_id)};
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ctx.Add("shfl_in_bounds=int({})<=int({});", src_thread_id, max_thread_id);
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SetInBoundsFlag(ctx, inst);
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ctx.AddU32("{}=shfl_in_bounds?{}:{};", inst, value, src_thread_id);
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}
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void EmitShuffleUp(EmitContext& ctx, IR::Inst& inst, std::string_view value, std::string_view index,
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std::string_view clamp, std::string_view segmentation_mask) {
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const auto thread_id{"gl_SubGroupInvocationARB"};
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const auto max_thread_id{GetMaxThreadId(thread_id, clamp, segmentation_mask)};
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const auto src_thread_id{fmt::format("({}-{})", thread_id, index)};
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ctx.Add("shfl_in_bounds=int({})>=int({});", src_thread_id, max_thread_id);
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SetInBoundsFlag(ctx, inst);
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ctx.AddU32("{}=shfl_in_bounds?{}:{};", inst, value, src_thread_id);
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}
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void EmitShuffleDown(EmitContext& ctx, IR::Inst& inst, std::string_view value,
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std::string_view index, std::string_view clamp,
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std::string_view segmentation_mask) {
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const auto thread_id{"gl_SubGroupInvocationARB"};
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const auto max_thread_id{GetMaxThreadId(thread_id, clamp, segmentation_mask)};
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const auto src_thread_id{fmt::format("({}+{})", thread_id, index)};
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ctx.Add("shfl_in_bounds=int({})<=int({});", src_thread_id, max_thread_id);
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SetInBoundsFlag(ctx, inst);
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ctx.AddU32("{}=shfl_in_bounds?{}:{};", inst, value, src_thread_id);
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}
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void EmitShuffleButterfly(EmitContext& ctx, IR::Inst& inst, std::string_view value,
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std::string_view index, std::string_view clamp,
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std::string_view segmentation_mask) {
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const auto thread_id{"gl_SubGroupInvocationARB"};
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const auto max_thread_id{GetMaxThreadId(thread_id, clamp, segmentation_mask)};
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const auto src_thread_id{fmt::format("({}^{})", thread_id, index)};
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ctx.Add("shfl_in_bounds=int({})<=int({});", src_thread_id, max_thread_id);
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SetInBoundsFlag(ctx, inst);
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ctx.AddU32("{}=shfl_in_bounds?{}:{};", inst, value, src_thread_id);
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}
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void EmitFSwizzleAdd([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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[[maybe_unused]] std::string_view op_a, [[maybe_unused]] std::string_view op_b,
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[[maybe_unused]] std::string_view swizzle) {
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throw NotImplementedException("GLSL Instruction");
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}
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void EmitDPdxFine(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) {
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ctx.AddF32("{}=dFdxFine({});", inst, op_a);
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}
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void EmitDPdyFine(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) {
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ctx.AddF32("{}=dFdyFine({});", inst, op_a);
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}
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void EmitDPdxCoarse(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) {
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ctx.AddF32("{}=dFdxCoarse({});", inst, op_a);
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}
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void EmitDPdyCoarse(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) {
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ctx.AddF32("{}=dFdyCoarse({});", inst, op_a);
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}
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} // namespace Shader::Backend::GLSL
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