mirror of https://github.com/yuzu-mirror/yuzu
spirv: Add lower fp16 to fp32 pass
parent
85cce78583
commit
6db69990da
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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/spirv/emit_spirv.h"
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namespace Shader::Backend::SPIRV {
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Id EmitConvertS16F16(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U32[1], ctx.OpConvertFToS(ctx.U16, value));
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}
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Id EmitConvertS16F32(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U32[1], ctx.OpConvertFToS(ctx.U16, value));
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}
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Id EmitConvertS16F64(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U32[1], ctx.OpConvertFToS(ctx.U16, value));
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}
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Id EmitConvertS32F16(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToS(ctx.U32[1], value);
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}
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Id EmitConvertS32F32(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToS(ctx.U32[1], value);
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}
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Id EmitConvertS32F64(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToS(ctx.U32[1], value);
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}
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Id EmitConvertS64F16(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToS(ctx.U64, value);
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}
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Id EmitConvertS64F32(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToS(ctx.U64, value);
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}
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Id EmitConvertS64F64(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToS(ctx.U64, value);
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}
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Id EmitConvertU16F16(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U32[1], ctx.OpConvertFToU(ctx.U16, value));
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}
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Id EmitConvertU16F32(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U32[1], ctx.OpConvertFToU(ctx.U16, value));
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}
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Id EmitConvertU16F64(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U32[1], ctx.OpConvertFToU(ctx.U16, value));
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}
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Id EmitConvertU32F16(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToU(ctx.U32[1], value);
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}
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Id EmitConvertU32F32(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToU(ctx.U32[1], value);
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}
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Id EmitConvertU32F64(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToU(ctx.U32[1], value);
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}
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Id EmitConvertU64F16(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToU(ctx.U64, value);
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}
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Id EmitConvertU64F32(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToU(ctx.U64, value);
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}
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Id EmitConvertU64F64(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToU(ctx.U64, value);
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}
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Id EmitConvertU64U32(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U64, value);
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}
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Id EmitConvertU32U64(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U32[1], value);
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}
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} // namespace Shader::Backend::SPIRV
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@ -0,0 +1,79 @@
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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 <algorithm>
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/frontend/ir/microinstruction.h"
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#include "shader_recompiler/ir_opt/passes.h"
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namespace Shader::Optimization {
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namespace {
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IR::Opcode Replace(IR::Opcode op) {
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switch (op) {
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case IR::Opcode::FPAbs16:
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return IR::Opcode::FPAbs32;
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case IR::Opcode::FPAdd16:
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return IR::Opcode::FPAdd32;
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case IR::Opcode::FPCeil16:
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return IR::Opcode::FPCeil32;
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case IR::Opcode::FPFloor16:
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return IR::Opcode::FPFloor32;
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case IR::Opcode::FPFma16:
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return IR::Opcode::FPFma32;
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case IR::Opcode::FPMul16:
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return IR::Opcode::FPMul32;
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case IR::Opcode::FPNeg16:
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return IR::Opcode::FPNeg32;
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case IR::Opcode::FPRoundEven16:
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return IR::Opcode::FPRoundEven32;
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case IR::Opcode::FPSaturate16:
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return IR::Opcode::FPSaturate32;
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case IR::Opcode::FPTrunc16:
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return IR::Opcode::FPTrunc32;
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case IR::Opcode::CompositeConstructF16x2:
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return IR::Opcode::CompositeConstructF32x2;
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case IR::Opcode::CompositeConstructF16x3:
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return IR::Opcode::CompositeConstructF32x3;
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case IR::Opcode::CompositeConstructF16x4:
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return IR::Opcode::CompositeConstructF32x4;
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case IR::Opcode::CompositeExtractF16x2:
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return IR::Opcode::CompositeExtractF32x2;
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case IR::Opcode::CompositeExtractF16x3:
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return IR::Opcode::CompositeExtractF32x3;
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case IR::Opcode::CompositeExtractF16x4:
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return IR::Opcode::CompositeExtractF32x4;
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case IR::Opcode::ConvertS16F16:
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return IR::Opcode::ConvertS16F32;
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case IR::Opcode::ConvertS32F16:
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return IR::Opcode::ConvertS32F32;
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case IR::Opcode::ConvertS64F16:
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return IR::Opcode::ConvertS64F32;
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case IR::Opcode::ConvertU16F16:
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return IR::Opcode::ConvertU16F32;
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case IR::Opcode::ConvertU32F16:
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return IR::Opcode::ConvertU32F32;
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case IR::Opcode::ConvertU64F16:
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return IR::Opcode::ConvertU64F32;
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case IR::Opcode::PackFloat2x16:
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return IR::Opcode::PackHalf2x16;
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case IR::Opcode::UnpackFloat2x16:
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return IR::Opcode::UnpackHalf2x16;
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default:
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return op;
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}
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}
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} // Anonymous namespace
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void LowerFp16ToFp32(IR::Program& program) {
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for (IR::Function& function : program.functions) {
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for (IR::Block* const block : function.blocks) {
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for (IR::Inst& inst : block->Instructions()) {
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inst.ReplaceOpcode(Replace(inst.Opcode()));
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}
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}
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}
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}
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} // namespace Shader::Optimization
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