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| author | bunnei <bunneidev@gmail.com> | 2021-07-25 11:39:04 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-07-25 11:39:04 -0700 |
| commit | 98b26b6e126d4775fdf3f773fe8a8ac808a8ff8f (patch) | |
| tree | 816faa96c2c4d291825063433331a8ea4b3d08f1 /src/shader_recompiler/backend/glsl/emit_glsl_bitwise_conversion.cpp | |
| parent | c2aaf5137003868b2375b96ee84e2cb42d5f355e (diff) | |
| parent | 7f13104c1778cfdfd54350e92603164070781124 (diff) | |
Merge pull request #6585 from ameerj/hades
Shader Decompiler Rewrite
Diffstat (limited to 'src/shader_recompiler/backend/glsl/emit_glsl_bitwise_conversion.cpp')
| -rw-r--r-- | src/shader_recompiler/backend/glsl/emit_glsl_bitwise_conversion.cpp | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_bitwise_conversion.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_bitwise_conversion.cpp new file mode 100644 index 000000000..3c1714e89 --- /dev/null +++ b/src/shader_recompiler/backend/glsl/emit_glsl_bitwise_conversion.cpp @@ -0,0 +1,94 @@ +// Copyright 2021 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include <string_view> + +#include "shader_recompiler/backend/glsl/emit_context.h" +#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" +#include "shader_recompiler/frontend/ir/value.h" + +namespace Shader::Backend::GLSL { +namespace { +void Alias(IR::Inst& inst, const IR::Value& value) { + if (value.IsImmediate()) { + return; + } + IR::Inst& value_inst{*value.InstRecursive()}; + value_inst.DestructiveAddUsage(inst.UseCount()); + value_inst.DestructiveRemoveUsage(); + inst.SetDefinition(value_inst.Definition<Id>()); +} +} // Anonymous namespace + +void EmitIdentity(EmitContext&, IR::Inst& inst, const IR::Value& value) { + Alias(inst, value); +} + +void EmitConditionRef(EmitContext& ctx, IR::Inst& inst, const IR::Value& value) { + // Fake one usage to get a real variable out of the condition + inst.DestructiveAddUsage(1); + const auto ret{ctx.var_alloc.Define(inst, GlslVarType::U1)}; + const auto input{ctx.var_alloc.Consume(value)}; + if (ret != input) { + ctx.Add("{}={};", ret, input); + } +} + +void EmitBitCastU16F16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst) { + NotImplemented(); +} + +void EmitBitCastU32F32(EmitContext& ctx, IR::Inst& inst, std::string_view value) { + ctx.AddU32("{}=ftou({});", inst, value); +} + +void EmitBitCastU64F64(EmitContext& ctx, IR::Inst& inst, std::string_view value) { + ctx.AddU64("{}=doubleBitsToUint64({});", inst, value); +} + +void EmitBitCastF16U16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst) { + NotImplemented(); +} + +void EmitBitCastF32U32(EmitContext& ctx, IR::Inst& inst, std::string_view value) { + ctx.AddF32("{}=utof({});", inst, value); +} + +void EmitBitCastF64U64(EmitContext& ctx, IR::Inst& inst, std::string_view value) { + ctx.AddF64("{}=uint64BitsToDouble({});", inst, value); +} + +void EmitPackUint2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) { + ctx.AddU64("{}=packUint2x32({});", inst, value); +} + +void EmitUnpackUint2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) { + ctx.AddU32x2("{}=unpackUint2x32({});", inst, value); +} + +void EmitPackFloat2x16(EmitContext& ctx, IR::Inst& inst, std::string_view value) { + ctx.AddU32("{}=packFloat2x16({});", inst, value); +} + +void EmitUnpackFloat2x16(EmitContext& ctx, IR::Inst& inst, std::string_view value) { + ctx.AddF16x2("{}=unpackFloat2x16({});", inst, value); +} + +void EmitPackHalf2x16(EmitContext& ctx, IR::Inst& inst, std::string_view value) { + ctx.AddU32("{}=packHalf2x16({});", inst, value); +} + +void EmitUnpackHalf2x16(EmitContext& ctx, IR::Inst& inst, std::string_view value) { + ctx.AddF32x2("{}=unpackHalf2x16({});", inst, value); +} + +void EmitPackDouble2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) { + ctx.AddF64("{}=packDouble2x32({});", inst, value); +} + +void EmitUnpackDouble2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) { + ctx.AddU32x2("{}=unpackDouble2x32({});", inst, value); +} + +} // namespace Shader::Backend::GLSL |
