mirror of https://github.com/yuzu-mirror/yuzu
shader: Implement FSET and FSETP
Also fix oversight with adding SignedZeroInfNanPreserve execution mode.pull/8/head
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17a82b56d7
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fa2f6e38f4
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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 "common/bit_field.h"
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#include "common/common_types.h"
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#include "shader_recompiler/frontend/maxwell/translate/impl/common_funcs.h"
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#include "shader_recompiler/frontend/maxwell/translate/impl/impl.h"
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namespace Shader::Maxwell {
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namespace {
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void FSET(TranslatorVisitor& v, u64 insn, const IR::F32& src_b) {
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union {
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u64 insn;
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BitField<0, 8, IR::Reg> dest_reg;
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BitField<8, 8, IR::Reg> src_a_reg;
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BitField<39, 3, IR::Pred> pred;
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BitField<42, 1, u64> neg_pred;
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BitField<43, 1, u64> negate_a;
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BitField<44, 1, u64> abs_b;
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BitField<45, 2, BooleanOp> bop;
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BitField<48, 4, FPCompareOp> compare_op;
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BitField<52, 1, u64> bf;
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BitField<53, 1, u64> negate_b;
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BitField<54, 1, u64> abs_a;
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BitField<55, 1, u64> ftz;
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} const fset{insn};
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const IR::F32 op_a{v.ir.FPAbsNeg(v.F(fset.src_a_reg), fset.abs_a != 0, fset.negate_a != 0)};
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const IR::F32 op_b = v.ir.FPAbsNeg(src_b, fset.abs_b != 0, fset.negate_b != 0);
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const IR::FpControl control{
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.no_contraction{false},
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.rounding{IR::FpRounding::DontCare},
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.fmz_mode{fset.ftz != 0 ? IR::FmzMode::FTZ : IR::FmzMode::None},
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};
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IR::U1 pred{v.ir.GetPred(fset.pred)};
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if (fset.neg_pred != 0) {
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pred = v.ir.LogicalNot(pred);
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}
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const IR::U1 cmp_result{FloatingPointCompare(v.ir, op_a, op_b, fset.compare_op, control)};
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const IR::U1 bop_result{PredicateCombine(v.ir, cmp_result, pred, fset.bop)};
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const IR::U32 one_mask{v.ir.Imm32(-1)};
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const IR::U32 fp_one{v.ir.Imm32(0x3f800000)};
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const IR::U32 fail_result{v.ir.Imm32(0)};
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const IR::U32 pass_result{fset.bf == 0 ? one_mask : fp_one};
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v.X(fset.dest_reg, IR::U32{v.ir.Select(bop_result, pass_result, fail_result)});
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}
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} // Anonymous namespace
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void TranslatorVisitor::FSET_reg(u64 insn) {
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FSET(*this, insn, GetFloatReg20(insn));
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}
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void TranslatorVisitor::FSET_cbuf(u64 insn) {
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FSET(*this, insn, GetFloatCbuf(insn));
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}
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void TranslatorVisitor::FSET_imm(u64 insn) {
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FSET(*this, insn, GetFloatImm20(insn));
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}
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} // namespace Shader::Maxwell
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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 "common/bit_field.h"
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#include "common/common_types.h"
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#include "shader_recompiler/frontend/maxwell/translate/impl/common_funcs.h"
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#include "shader_recompiler/frontend/maxwell/translate/impl/impl.h"
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namespace Shader::Maxwell {
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namespace {
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void FSETP(TranslatorVisitor& v, u64 insn, const IR::F32& src_b) {
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union {
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u64 insn;
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BitField<0, 3, IR::Pred> dest_pred_b;
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BitField<3, 3, IR::Pred> dest_pred_a;
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BitField<6, 1, u64> negate_b;
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BitField<7, 1, u64> abs_a;
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BitField<8, 8, IR::Reg> src_a_reg;
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BitField<39, 3, IR::Pred> bop_pred;
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BitField<42, 1, u64> neg_bop_pred;
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BitField<43, 1, u64> negate_a;
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BitField<44, 1, u64> abs_b;
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BitField<45, 2, BooleanOp> bop;
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BitField<47, 1, u64> ftz;
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BitField<48, 4, FPCompareOp> compare_op;
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} const fsetp{insn};
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const IR::F32 op_a{v.ir.FPAbsNeg(v.F(fsetp.src_a_reg), fsetp.abs_a != 0, fsetp.negate_a != 0)};
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const IR::F32 op_b = v.ir.FPAbsNeg(src_b, fsetp.abs_b != 0, fsetp.negate_b != 0);
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const IR::FpControl control{
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.no_contraction{false},
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.rounding{IR::FpRounding::DontCare},
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.fmz_mode{fsetp.ftz != 0 ? IR::FmzMode::FTZ : IR::FmzMode::None},
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};
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const BooleanOp bop{fsetp.bop};
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const FPCompareOp compare_op{fsetp.compare_op};
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const IR::U1 comparison{FloatingPointCompare(v.ir, op_a, op_b, compare_op, control)};
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const IR::U1 bop_pred{v.ir.GetPred(fsetp.bop_pred, fsetp.neg_bop_pred != 0)};
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const IR::U1 result_a{PredicateCombine(v.ir, comparison, bop_pred, bop)};
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const IR::U1 result_b{PredicateCombine(v.ir, v.ir.LogicalNot(comparison), bop_pred, bop)};
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v.ir.SetPred(fsetp.dest_pred_a, result_a);
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v.ir.SetPred(fsetp.dest_pred_b, result_b);
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}
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} // Anonymous namespace
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void TranslatorVisitor::FSETP_reg(u64 insn) {
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FSETP(*this, insn, GetFloatReg20(insn));
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}
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void TranslatorVisitor::FSETP_cbuf(u64 insn) {
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FSETP(*this, insn, GetFloatCbuf(insn));
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}
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void TranslatorVisitor::FSETP_imm(u64 insn) {
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FSETP(*this, insn, GetFloatImm20(insn));
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}
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} // namespace Shader::Maxwell
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