2022-04-23 08:59:50 +00:00
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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2021-05-21 03:38:38 +00:00
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#include <string_view>
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2021-05-29 06:09:29 +00:00
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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2021-12-05 21:42:03 +00:00
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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2021-05-21 03:38:38 +00:00
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#include "shader_recompiler/frontend/ir/value.h"
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2021-12-29 23:55:42 +00:00
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#include "shader_recompiler/profile.h"
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2021-05-21 03:38:38 +00:00
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namespace Shader::Backend::GLSL {
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namespace {
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2021-06-04 00:57:52 +00:00
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void Alias(IR::Inst& inst, const IR::Value& value) {
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2021-05-21 03:38:38 +00:00
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if (value.IsImmediate()) {
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return;
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}
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2021-05-27 01:18:17 +00:00
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IR::Inst& value_inst{*value.InstRecursive()};
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2021-05-21 03:38:38 +00:00
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value_inst.DestructiveAddUsage(inst.UseCount());
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value_inst.DestructiveRemoveUsage();
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inst.SetDefinition(value_inst.Definition<Id>());
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}
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2021-06-11 04:33:33 +00:00
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} // Anonymous namespace
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2021-05-21 03:38:38 +00:00
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2021-05-21 23:28:03 +00:00
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void EmitIdentity(EmitContext&, IR::Inst& inst, const IR::Value& value) {
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Alias(inst, value);
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2021-05-21 03:38:38 +00:00
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}
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2021-05-22 00:56:46 +00:00
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void EmitConditionRef(EmitContext& ctx, IR::Inst& inst, const IR::Value& value) {
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2021-05-30 23:13:22 +00:00
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// Fake one usage to get a real variable out of the condition
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inst.DestructiveAddUsage(1);
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const auto ret{ctx.var_alloc.Define(inst, GlslVarType::U1)};
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const auto input{ctx.var_alloc.Consume(value)};
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2021-12-29 23:55:42 +00:00
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const auto suffix{ctx.profile.has_gl_bool_ref_bug ? "?true:false" : ""};
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2021-05-30 23:13:22 +00:00
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if (ret != input) {
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2021-12-29 23:55:42 +00:00
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ctx.Add("{}={}{};", ret, input, suffix);
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2021-05-30 23:13:22 +00:00
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}
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2021-05-22 00:56:46 +00:00
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}
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2021-05-22 05:52:03 +00:00
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void EmitBitCastU16F16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst) {
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2021-05-31 16:53:40 +00:00
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NotImplemented();
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2021-05-22 05:52:03 +00:00
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}
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void EmitBitCastU32F32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
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2021-06-03 23:15:36 +00:00
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ctx.AddU32("{}=ftou({});", inst, value);
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2021-05-22 05:52:03 +00:00
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}
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void EmitBitCastU64F64(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
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ctx.AddU64("{}=doubleBitsToUint64({});", inst, value);
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}
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void EmitBitCastF16U16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst) {
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2021-05-31 16:53:40 +00:00
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NotImplemented();
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2021-05-22 05:52:03 +00:00
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}
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void EmitBitCastF32U32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
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2021-06-03 23:15:36 +00:00
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ctx.AddF32("{}=utof({});", inst, value);
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2021-05-22 05:52:03 +00:00
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}
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void EmitBitCastF64U64(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
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ctx.AddF64("{}=uint64BitsToDouble({});", inst, value);
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}
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2021-05-22 00:56:46 +00:00
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void EmitPackUint2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
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ctx.AddU64("{}=packUint2x32({});", inst, value);
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}
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void EmitUnpackUint2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
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ctx.AddU32x2("{}=unpackUint2x32({});", inst, value);
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}
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2021-05-25 05:52:02 +00:00
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void EmitPackFloat2x16(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
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ctx.AddU32("{}=packFloat2x16({});", inst, value);
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2021-05-22 05:52:03 +00:00
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}
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2021-05-25 05:52:02 +00:00
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void EmitUnpackFloat2x16(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
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ctx.AddF16x2("{}=unpackFloat2x16({});", inst, value);
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2021-05-22 05:52:03 +00:00
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}
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void EmitPackHalf2x16(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
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ctx.AddU32("{}=packHalf2x16({});", inst, value);
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}
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void EmitUnpackHalf2x16(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
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ctx.AddF32x2("{}=unpackHalf2x16({});", inst, value);
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}
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void EmitPackDouble2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
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ctx.AddF64("{}=packDouble2x32({});", inst, value);
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}
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void EmitUnpackDouble2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
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ctx.AddU32x2("{}=unpackDouble2x32({});", inst, value);
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}
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2021-05-21 03:38:38 +00:00
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} // namespace Shader::Backend::GLSL
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