fmt now automatically prints the numeric value of an enum class member
by default, so we don't need to use casts any more.
Reduces the line noise a bit.
Add HSET2_IMM. Due to the complexity of the encoding avoid using
BitField unions and read the relevant bits from the code itself.
This is less error prone.
The encoding for negation and absolute value was wrong.
Extracting is now done manually. Similar instructions having different
encodings is the rule, not the exception. To keep sanity and readability
I preferred to extract the desired bit manually.
This is implemented against nxas:
8dbc389957/table.h (L68)
That is itself tested against nvdisasm (Nvidia's official disassembler).
Allows reporting more cases where logic errors may exist, such as
implicit fallthrough cases, etc.
We currently ignore unused parameters, since we currently have many
cases where this is intentional (virtual interfaces).
While we're at it, we can also tidy up any existing code that causes
warnings. This also uncovered a few bugs as well.
Implements the common usages for VMNMX. Inputs with a different size
than 32 bits are not supported and sign mismatches aren't supported
either.
VMNMX works as follows:
It grabs Ra and Rb and applies a maximum/minimum on them (this is
defined by .MX), having in mind the input sign. This result can then be
saturated. After the intermediate result is calculated, it applies
another operation on it using Rc. These operations are merges,
accumulations or another min/max pass.
This instruction allows to implement with a more flexible approach GCN's
min3 and max3 instructions (for instance).
Implements a reduction operation. It's an atomic operation that doesn't
return a value.
This commit introduces another primitive because some shading languages
might have a primitive for reduction operations.
Some instances were using cbuf34.offset instead of cbuf34.GetOffset().
This returned the an invalid offset. Address those instances and rename
offset to "shifted_offset" to avoid future bugs.
ATOM operates atomically on global memory. For now only add ATOM.ADD
since that's what was found in commercial games.
This asserts for ATOM.ADD.S32 (handling the others as unimplemented),
although ATOM.ADD.U32 shouldn't be any different.
This change forces us to change the default type on SPIR-V storage
buffers from float to uint. We could also alias the buffers, but it's
simpler for now to just use uint. While we are at it, abstract the code
to avoid repetition.
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.