mirror of https://github.com/yuzu-mirror/yuzu
glasm: Move implemented instructions from not_implemented.cpp
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f32b2bcd20
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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namespace Shader::Backend::GLASM {
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void EmitBarrier(EmitContext& ctx) {
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ctx.Add("BAR;");
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}
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void EmitWorkgroupMemoryBarrier(EmitContext& ctx) {
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ctx.Add("MEMBAR.CTA;");
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}
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void EmitDeviceMemoryBarrier(EmitContext& ctx) {
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ctx.Add("MEMBAR;");
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}
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} // namespace Shader::Backend::GLASM
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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namespace Shader::Backend::GLASM {
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void EmitJoin(EmitContext&) {
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throw NotImplementedException("Join shouldn't be emitted");
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}
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void EmitDemoteToHelperInvocation(EmitContext& ctx) {
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ctx.Add("KIL TR.x;");
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}
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} // namespace Shader::Backend::GLASM
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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namespace Shader::Backend::GLASM {
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void EmitLogicalOr(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
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ctx.Add("OR.S {},{},{};", inst, a, b);
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}
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void EmitLogicalAnd(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
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ctx.Add("AND.S {},{},{};", inst, a, b);
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}
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void EmitLogicalXor(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
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ctx.Add("XOR.S {},{},{};", inst, a, b);
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}
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void EmitLogicalNot(EmitContext& ctx, IR::Inst& inst, ScalarS32 value) {
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ctx.Add("SEQ.S {},{},0;", inst, value);
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}
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} // namespace Shader::Backend::GLASM
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLASM {
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static void DefinePhi(EmitContext& ctx, IR::Inst& phi) {
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switch (phi.Type()) {
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case IR::Type::U1:
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case IR::Type::U32:
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case IR::Type::F32:
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ctx.reg_alloc.Define(phi);
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break;
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case IR::Type::U64:
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case IR::Type::F64:
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ctx.reg_alloc.LongDefine(phi);
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break;
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default:
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throw NotImplementedException("Phi node type {}", phi.Type());
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}
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}
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void EmitPhi(EmitContext& ctx, IR::Inst& phi) {
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const size_t num_args{phi.NumArgs()};
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for (size_t i = 0; i < num_args; ++i) {
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ctx.reg_alloc.Consume(phi.Arg(i));
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}
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if (!phi.Definition<Id>().is_valid) {
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// The phi node wasn't forward defined
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DefinePhi(ctx, phi);
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}
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}
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void EmitVoid(EmitContext&) {}
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void EmitReference(EmitContext& ctx, const IR::Value& value) {
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ctx.reg_alloc.Consume(value);
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}
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void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value& value) {
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IR::Inst& phi{RegAlloc::AliasInst(*phi_value.Inst())};
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if (!phi.Definition<Id>().is_valid) {
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// The phi node wasn't forward defined
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DefinePhi(ctx, phi);
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}
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const Register phi_reg{ctx.reg_alloc.Consume(IR::Value{&phi})};
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const Value eval_value{ctx.reg_alloc.Consume(value)};
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if (phi_reg == eval_value) {
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return;
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}
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switch (phi.Flags<IR::Type>()) {
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case IR::Type::U1:
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case IR::Type::U32:
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case IR::Type::F32:
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ctx.Add("MOV.S {}.x,{};", phi_reg, ScalarS32{eval_value});
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break;
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case IR::Type::U64:
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case IR::Type::F64:
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ctx.Add("MOV.U64 {}.x,{};", phi_reg, ScalarRegister{eval_value});
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break;
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default:
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throw NotImplementedException("Phi node type {}", phi.Type());
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}
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}
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void EmitPrologue(EmitContext&) {
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// TODO
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}
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void EmitEpilogue(EmitContext&) {
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// TODO
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}
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void EmitEmitVertex(EmitContext& ctx, ScalarS32 stream) {
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if (stream.type == Type::U32 && stream.imm_u32 == 0) {
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ctx.Add("EMIT;");
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} else {
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ctx.Add("EMITS {};", stream);
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}
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}
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void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) {
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if (!stream.IsImmediate()) {
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LOG_WARNING(Shader_GLASM, "Stream is not immediate");
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}
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ctx.reg_alloc.Consume(stream);
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ctx.Add("ENDPRIM;");
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}
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} // namespace Shader::Backend::GLASM
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@ -0,0 +1,30 @@
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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namespace Shader::Backend::GLASM {
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void EmitUndefU1(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {}.x,0;", inst);
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}
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void EmitUndefU8(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {}.x,0;", inst);
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}
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void EmitUndefU16(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {}.x,0;", inst);
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}
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void EmitUndefU32(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {}.x,0;", inst);
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}
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void EmitUndefU64(EmitContext& ctx, IR::Inst& inst) {
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ctx.LongAdd("MOV.S64 {}.x,0;", inst);
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}
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} // namespace Shader::Backend::GLASM
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