Commit graph

293 commits

Author SHA1 Message Date
Fernando Sahmkow
e33196d4e7
Merge pull request #3612 from ReinUsesLisp/red
shader/memory: Implement RED.E.ADD and minor changes to ATOM
2020-04-15 15:03:49 -04:00
ReinUsesLisp
fefe7f18f9 shader/arithmetic: Add FCMP_CR variant
Adds another variant of FCMP.
2020-04-14 19:11:04 -03:00
Fernando Sahmkow
3d91dbb21d
Merge pull request #3578 from ReinUsesLisp/vmnmx
shader/video: Partially implement VMNMX
2020-04-12 10:44:03 -04:00
ReinUsesLisp
76f178ba6e shader/video: Partially implement VMNMX
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).
2020-04-12 00:34:42 -03:00
ReinUsesLisp
3185245845 shader/memory: Implement RED.E.ADD
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.
2020-04-06 02:24:47 -03:00
ReinUsesLisp
8b719e9e1d shader_bytecode: Rename MOV_SYS to S2R 2020-04-04 03:37:51 -03:00
ReinUsesLisp
9d15feb892 shader_bytecode: Add encoding for BAR 2020-04-04 03:36:21 -03:00
ReinUsesLisp
c02a2dc24a shader_bytecode: Add encoding for VOTE.VTG 2020-04-04 03:28:11 -03:00
namkazy
c8f6d9effd shader_decode: merge GlobalAtomicOp to AtomicOp 2020-03-30 18:47:00 +07:00
ReinUsesLisp
08470d261d shader_bytecode: Fix I2I_IMM encoding 2020-03-28 18:49:07 -03:00
bunnei
e6aff11057
Merge pull request #3520 from ReinUsesLisp/legacy-varyings
gl_shader_decompiler: Implement legacy varyings
2020-03-25 19:27:51 -04:00
ReinUsesLisp
6442e02c5d shader/shader_ir: Track usage in input attribute and of legacy varyings 2020-03-15 21:01:52 -03:00
Nguyen Dac Nam
93547cac68
shader_bytecode: update BFE instructions struct. 2020-03-13 12:52:16 +07:00
bunnei
63a59b9935
Merge pull request #3379 from ReinUsesLisp/cbuf-offset
shader/decode: Fix constant buffer offsets
2020-02-14 13:22:53 -05:00
bunnei
90df4b8e2b
Merge pull request #3369 from ReinUsesLisp/shf
shader/shift: Implement SHF
2020-02-07 22:06:57 -05:00
ReinUsesLisp
bf9a822b87 shader/decode: Fix constant buffer offsets
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.
2020-02-05 12:19:09 -03:00
bunnei
08c508b1c4
Merge pull request #3357 from ReinUsesLisp/bfi-rc
shader/bfi: Implement register-constant buffer variant
2020-02-04 15:14:13 -05:00
bunnei
bf21aacc74
Merge pull request #3356 from ReinUsesLisp/fcmp
shader/arithmetic: Implement FCMP
2020-02-04 11:36:59 -05:00
ReinUsesLisp
017474c3f8 shader/shift: Implement SHF_LEFT_{IMM,R}
Shifts a pair of registers to the left and returns the high register.
2020-02-01 21:19:44 -03:00
ReinUsesLisp
137a8aa55c shader/bfi: Implement register-constant buffer variant
It's the same as the variant that was implemented, but it takes the
operands from another source.
2020-01-27 01:20:38 -03:00
ReinUsesLisp
e3fc3459c8 shader/arithmetic: Implement FCMP
Compares the third operand with zero, then selects between the first and
second.
2020-01-27 01:15:44 -03:00
ReinUsesLisp
d95d4ac843 shader/memory: Implement ATOM.ADD
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.
2020-01-26 01:54:24 -03:00
ReinUsesLisp
63ba41a26d shader/memory: Implement ATOMS.ADD.U32 2020-01-16 17:30:55 -03:00
bunnei
028b2718ed
Merge pull request #3239 from ReinUsesLisp/p2r
shader/p2r: Implement P2R Pr
2019-12-31 20:37:16 -05:00
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
ReinUsesLisp
cf27b59493
shader/r2p: Refactor P2R to support P2R 2019-12-20 17:55:42 -03:00
ReinUsesLisp
8b26b4228b
shader_bytecode: Fix TLD4S encoding 2019-12-17 23:32:10 -03:00
ReinUsesLisp
e09c1fbc1f
shader/texture: Implement TLD4.PTP 2019-12-16 04:09:24 -03:00
Fernando Sahmkow
af89723fa3 Shader_Ir: Correct TLD4S encoding and implement f16 flag. 2019-12-11 19:53:17 -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
6233b1db08
shader_ir/memory: Implement patch stores 2019-12-09 23:25:21 -03:00
ReinUsesLisp
74f515e8b6
shader_bytecode: Remove corrupted character 2019-12-06 20:31:56 -03:00
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
95137a04e1 Shader_Bytecode: Add encodings for FLO, SHF and TXD 2019-11-14 11:15:26 -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
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
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
Lioncash
7fdf991097 shader_bytecode: Make Matcher constexpr capable
Greatly shrinks the amount of generated code for GetDecodeTable().

Collapses an assembly output of 9000+ lines down to ~3621 with Clang,
and 6513 down to ~2616 with GCC, given it's now allowed to construct all
the entries as a sequence of constant data.
2019-10-24 01:10:10 -04:00
bunnei
376f1a4432
Merge pull request #2869 from ReinUsesLisp/suld
shader/image: Implement SULD and fix SUATOM
2019-09-23 21:47:03 -04:00
Rodrigo Locatti
9286976948
Merge pull request #2878 from FernandoS27/icmp
shader_ir: Implement ICMP
2019-09-21 18:06:07 -03:00
ReinUsesLisp
44000971e2
gl_shader_decompiler: Use uint for images and fix SUATOM
In the process remove implementation of SUATOM.MIN and SUATOM.MAX as
these require a distinction between U32 and S32. These have to be
implemented with imageCompSwap loop.
2019-09-21 17:33:52 -03:00
ReinUsesLisp
675f23aedc
shader/image: Implement SULD and remove irrelevant code
* Implement SULD as float.
* Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
2019-09-21 17:32:48 -03:00
ReinUsesLisp
4de0f1e1c8
shader_bytecode: Add SULD encoding 2019-09-21 17:31:46 -03:00
Fernando Sahmkow
527b841c15 Shader_IR: ICMP corrections and fixes 2019-09-21 14:28:03 -04:00
Fernando Sahmkow
4b81d19a1a Shader_IR: Implement ICMP. 2019-09-19 20:56:29 -04:00
ReinUsesLisp
0526bf1895 shader_ir/warp: Implement SHFL 2019-09-17 17:44:07 -03:00
ReinUsesLisp
36abf67e79 shader/image: Implement SUATOM and fix SUST 2019-09-10 20:22:31 -03:00
ReinUsesLisp
77ef4fa907 shader/shift: Implement SHR wrapped and clamped variants
Nvidia defaults to wrapped shifts, but this is undefined behaviour on
OpenGL's spec. Explicitly mask/clamp according to what the guest shader
requires.
2019-09-04 01:55:24 -03:00