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| author | gdkchan <gab.dark.100@gmail.com> | 2019-04-17 20:57:08 -0300 |
|---|---|---|
| committer | jduncanator <1518948+jduncanator@users.noreply.github.com> | 2019-04-18 09:57:08 +1000 |
| commit | 6b23a2c125b9c48b5ebea92716004ef68698bb0f (patch) | |
| tree | 69332df6fbbd8e2bddc522ba682fcc5c7a69e101 /Ryujinx.Graphics/Gal/Shader/ShaderOpCodeTable.cs | |
| parent | b2e88b04a85b41cc60af3485d88c90429e84a218 (diff) | |
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
Diffstat (limited to 'Ryujinx.Graphics/Gal/Shader/ShaderOpCodeTable.cs')
| -rw-r--r-- | Ryujinx.Graphics/Gal/Shader/ShaderOpCodeTable.cs | 190 |
1 files changed, 0 insertions, 190 deletions
diff --git a/Ryujinx.Graphics/Gal/Shader/ShaderOpCodeTable.cs b/Ryujinx.Graphics/Gal/Shader/ShaderOpCodeTable.cs deleted file mode 100644 index 1edf91a0..00000000 --- a/Ryujinx.Graphics/Gal/Shader/ShaderOpCodeTable.cs +++ /dev/null @@ -1,190 +0,0 @@ -using System; - -namespace Ryujinx.Graphics.Gal.Shader -{ - static class ShaderOpCodeTable - { - private const int EncodingBits = 14; - - private class ShaderDecodeEntry - { - public ShaderDecodeFunc Func; - - public int XBits; - - public ShaderDecodeEntry(ShaderDecodeFunc func, int xBits) - { - Func = func; - XBits = xBits; - } - } - - private static ShaderDecodeEntry[] _opCodes; - - static ShaderOpCodeTable() - { - _opCodes = new ShaderDecodeEntry[1 << EncodingBits]; - -#region Instructions - Set("0100110000000x", ShaderDecode.Bfe_C); - Set("0011100x00000x", ShaderDecode.Bfe_I); - Set("0101110000000x", ShaderDecode.Bfe_R); - Set("111000100100xx", ShaderDecode.Bra); - Set("111000110000xx", ShaderDecode.Exit); - Set("0100110010101x", ShaderDecode.F2f_C); - Set("0011100x10101x", ShaderDecode.F2f_I); - Set("0101110010101x", ShaderDecode.F2f_R); - Set("0100110010110x", ShaderDecode.F2i_C); - Set("0011100x10110x", ShaderDecode.F2i_I); - Set("0101110010110x", ShaderDecode.F2i_R); - Set("0100110001011x", ShaderDecode.Fadd_C); - Set("0011100x01011x", ShaderDecode.Fadd_I); - Set("000010xxxxxxxx", ShaderDecode.Fadd_I32); - Set("0101110001011x", ShaderDecode.Fadd_R); - Set("010010011xxxxx", ShaderDecode.Ffma_CR); - Set("0011001x1xxxxx", ShaderDecode.Ffma_I); - Set("010100011xxxxx", ShaderDecode.Ffma_RC); - Set("010110011xxxxx", ShaderDecode.Ffma_RR); - Set("0100110001101x", ShaderDecode.Fmul_C); - Set("0011100x01101x", ShaderDecode.Fmul_I); - Set("00011110xxxxxx", ShaderDecode.Fmul_I32); - Set("0101110001101x", ShaderDecode.Fmul_R); - Set("0100110001100x", ShaderDecode.Fmnmx_C); - Set("0011100x01100x", ShaderDecode.Fmnmx_I); - Set("0101110001100x", ShaderDecode.Fmnmx_R); - Set("0100100xxxxxxx", ShaderDecode.Fset_C); - Set("0011000xxxxxxx", ShaderDecode.Fset_I); - Set("01011000xxxxxx", ShaderDecode.Fset_R); - Set("010010111011xx", ShaderDecode.Fsetp_C); - Set("0011011x1011xx", ShaderDecode.Fsetp_I); - Set("010110111011xx", ShaderDecode.Fsetp_R); - Set("0101110100010x", ShaderDecode.Hadd2_R); - Set("0101110100001x", ShaderDecode.Hmul2_R); - Set("0100110010111x", ShaderDecode.I2f_C); - Set("0011100x10111x", ShaderDecode.I2f_I); - Set("0101110010111x", ShaderDecode.I2f_R); - Set("0100110011100x", ShaderDecode.I2i_C); - Set("0011100x11100x", ShaderDecode.I2i_I); - Set("0101110011100x", ShaderDecode.I2i_R); - Set("0100110000010x", ShaderDecode.Iadd_C); - Set("0011100000010x", ShaderDecode.Iadd_I); - Set("0001110x0xxxxx", ShaderDecode.Iadd_I32); - Set("0101110000010x", ShaderDecode.Iadd_R); - Set("010011001100xx", ShaderDecode.Iadd3_C); - Set("001110001100xx", ShaderDecode.Iadd3_I); - Set("010111001100xx", ShaderDecode.Iadd3_R); - Set("0100110000100x", ShaderDecode.Imnmx_C); - Set("0011100x00100x", ShaderDecode.Imnmx_I); - Set("0101110000100x", ShaderDecode.Imnmx_R); - Set("1110111111010x", ShaderDecode.Isberd); - Set("11100000xxxxxx", ShaderDecode.Ipa); - Set("0100110000011x", ShaderDecode.Iscadd_C); - Set("0011100x00011x", ShaderDecode.Iscadd_I); - Set("0101110000011x", ShaderDecode.Iscadd_R); - Set("010010110101xx", ShaderDecode.Iset_C); - Set("001101100101xx", ShaderDecode.Iset_I); - Set("010110110101xx", ShaderDecode.Iset_R); - Set("010010110110xx", ShaderDecode.Isetp_C); - Set("0011011x0110xx", ShaderDecode.Isetp_I); - Set("010110110110xx", ShaderDecode.Isetp_R); - Set("111000110011xx", ShaderDecode.Kil); - Set("1110111111011x", ShaderDecode.Ld_A); - Set("1110111110010x", ShaderDecode.Ld_C); - Set("0100110001000x", ShaderDecode.Lop_C); - Set("0011100001000x", ShaderDecode.Lop_I); - Set("000001xxxxxxxx", ShaderDecode.Lop_I32); - Set("0101110001000x", ShaderDecode.Lop_R); - Set("0100110010011x", ShaderDecode.Mov_C); - Set("0011100x10011x", ShaderDecode.Mov_I); - Set("000000010000xx", ShaderDecode.Mov_I32); - Set("0101110010011x", ShaderDecode.Mov_R); - Set("1111000011001x", ShaderDecode.Mov_S); - Set("0101000010000x", ShaderDecode.Mufu); - Set("1111101111100x", ShaderDecode.Out_R); - Set("0101000010010x", ShaderDecode.Psetp); - Set("0100110010010x", ShaderDecode.Rro_C); - Set("0011100x10010x", ShaderDecode.Rro_I); - Set("0101110010010x", ShaderDecode.Rro_R); - Set("0100110010100x", ShaderDecode.Sel_C); - Set("0011100010100x", ShaderDecode.Sel_I); - Set("0101110010100x", ShaderDecode.Sel_R); - Set("0100110001001x", ShaderDecode.Shl_C); - Set("0011100x01001x", ShaderDecode.Shl_I); - Set("0101110001001x", ShaderDecode.Shl_R); - Set("0100110000101x", ShaderDecode.Shr_C); - Set("0011100x00101x", ShaderDecode.Shr_I); - Set("0101110000101x", ShaderDecode.Shr_R); - Set("111000101001xx", ShaderDecode.Ssy); - Set("1110111111110x", ShaderDecode.St_A); - Set("1111000011111x", ShaderDecode.Sync); - Set("110000xxxx111x", ShaderDecode.Tex); - Set("1101111010111x", ShaderDecode.Tex_B); - Set("1101111101001x", ShaderDecode.Texq); - Set("1101x00xxxxxxx", ShaderDecode.Texs); - Set("1101101xxxxxxx", ShaderDecode.Tlds); - Set("110010xxxx111x", ShaderDecode.Tld4); - Set("1101111100xxxx", ShaderDecode.Tld4S); - Set("01011111xxxxxx", ShaderDecode.Vmad); - Set("0100111xxxxxxx", ShaderDecode.Xmad_CR); - Set("0011011x00xxxx", ShaderDecode.Xmad_I); - Set("010100010xxxxx", ShaderDecode.Xmad_RC); - Set("0101101100xxxx", ShaderDecode.Xmad_RR); -#endregion - } - - private static void Set(string encoding, ShaderDecodeFunc func) - { - if (encoding.Length != EncodingBits) - { - throw new ArgumentException(nameof(encoding)); - } - - int bit = encoding.Length - 1; - int value = 0; - int xMask = 0; - int xBits = 0; - - int[] xPos = new int[encoding.Length]; - - for (int index = 0; index < encoding.Length; index++, bit--) - { - char chr = encoding[index]; - - if (chr == '1') - { - value |= 1 << bit; - } - else if (chr == 'x') - { - xMask |= 1 << bit; - - xPos[xBits++] = bit; - } - } - - xMask = ~xMask; - - ShaderDecodeEntry entry = new ShaderDecodeEntry(func, xBits); - - for (int index = 0; index < (1 << xBits); index++) - { - value &= xMask; - - for (int x = 0; x < xBits; x++) - { - value |= ((index >> x) & 1) << xPos[x]; - } - - if (_opCodes[value] == null || _opCodes[value].XBits > xBits) - { - _opCodes[value] = entry; - } - } - } - - public static ShaderDecodeFunc GetDecoder(long opCode) - { - return _opCodes[(ulong)opCode >> (64 - EncodingBits)]?.Func; - } - } -}
\ No newline at end of file |
