Commit graph

423 commits

Author SHA1 Message Date
ReinUsesLisp
2339fe199f shader_decompiler: Remove FragCoord.w hack and change IPA implementation
Credits go to gdkchan and Ryujinx. The pull request used for this can
be found here: https://github.com/Ryujinx/Ryujinx/pull/1082

yuzu was already using the header for interpolation, but it was missing
the FragCoord.w multiplication described in the linked pull request.
This commit finally removes the FragCoord.w == 1.0f hack from the shader
decompiler.

While we are at it, this commit renames some enumerations to match
Nvidia's documentation (linked below) and fixes component declaration
order in the shader program header (z and w were swapped).

https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
2020-04-01 21:48:55 -03:00
Fernando Sahmkow
b03c0536ce
Merge pull request #3561 from ReinUsesLisp/f2f-conversion
shader/conversion: Fix F2F rounding operations with different sizes
2020-03-31 14:45:02 -04:00
Fernando Sahmkow
5b95a01463
Merge pull request #3577 from ReinUsesLisp/lea
shader/lea: Fix LEA implementation
2020-03-31 14:36:07 -04:00
Nguyen Dac Nam
238c35b2c9
clang-format 2020-03-31 08:08:06 +07:00
Nguyen Dac Nam
defb9642da
shader_decode: fix by suggestion 2020-03-31 08:02:44 +07:00
namkazy
cb0a4151f8 clang-format 2020-03-30 20:46:21 +07:00
namkazy
4f7bea403a shader_decode: ATOM/ATOMS: add function to avoid code repetition 2020-03-30 18:47:50 +07:00
Nguyen Dac Nam
972485ff18 shader_decode: implement ATOM operation for S32 and U32 2020-03-30 17:44:48 +07:00
namkazy
93cac0d294 clang-format 2020-03-30 17:44:48 +07:00
Nguyen Dac Nam
3dc09a6250 shader_decode: implement ATOMS instr partial. 2020-03-30 17:44:46 +07:00
ReinUsesLisp
5300a918c6 shader/lea: Simplify generated LEA code 2020-03-28 03:55:04 -03:00
ReinUsesLisp
523a709bf1 shader/lea: Fix op_a and op_b usages
They were swapped.
2020-03-27 18:37:20 -03:00
ReinUsesLisp
796b3319e6 shader/lea: Remove const and use move when possible 2020-03-27 18:36:38 -03:00
ReinUsesLisp
46791c464a shader/conversion: Fix F2F rounding operations with different sizes
Rounding operations only matter when the conversion size of source and
destination is the same, i.e. .F16.F16, .F32.F32 and .F64.F64.

When there is a mismatch (.F16.F32), these bits are used for IEEE
rounding, we don't emulate this because GLSL and SPIR-V don't support
configuring it per operation.
2020-03-26 01:58:49 -03:00
makigumo
5a5c6d4ed8 xmad: fix clang build error 2020-03-23 00:09:31 +01:00
bunnei
bdddbe2daa
Merge pull request #3505 from namkazt/patch-8
shader_decode: implement XMAD mode CSfu
2020-03-19 17:41:01 -04:00
Rodrigo Locatti
ddafc99776
Merge pull request #3502 from namkazt/patch-3
shader_decode: Reimplement BFE instructions
2020-03-15 21:23:04 -03:00
Nguyen Dac Nam
3287b1247d
clang-format 2020-03-14 10:07:40 +07:00
Nguyen Dac Nam
240d45830d
nit 2020-03-14 09:57:24 +07:00
Nguyen Dac Nam
829f424618
nit & remove some optional param 2020-03-13 20:47:38 +07:00
Nguyen Dac Nam
a166217480
shader_decode: implement XMAD mode CSfu 2020-03-13 19:01:49 +07:00
Nguyen Dac Nam
00607fe1e0
clang-format 2020-03-13 15:38:57 +07:00
Nguyen Dac Nam
325977c0c6
Apply suggestions from code review
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-03-13 15:35:15 +07:00
Nguyen Dac Nam
70ff82f72d
shader_decode: BFE add ref of reverse parallel method. 2020-03-13 14:20:18 +07:00
Nguyen Dac Nam
96a4abe12d
shader_decode: implement BREV on BFE
Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
2020-03-13 14:13:31 +07:00
Nguyen Dac Nam
465ba30d08
shader_decode: Reimplement BFE instructions 2020-03-13 12:48:01 +07:00
ReinUsesLisp
e8efd5a901 video_core: Rename "const buffer locker" to "registry" 2020-03-09 18:40:06 -03:00
Nguyen Dac Nam
db2f547434
shader: FMUL switch to using LUT (#3441)
* shader: add FmulPostFactor LUT table

* shader: FMUL apply LUT

* Update src/video_core/engines/shader_bytecode.h

Co-Authored-By: Mat M. <mathew1800@gmail.com>

* nit: mistype

* clang-format & add missing import

* shader: remove post factor LUT.

* shader: move post factor LUT to function and fix incorrect order.

* clang-format

* shader: FMUL: add static to post factor LUT

* nit: typo

Co-authored-by: Mat M. <mathew1800@gmail.com>
2020-02-27 11:14:25 -05:00
bunnei
1f57f679a4
Merge pull request #3440 from namkazt/patch-6
shader: implement LOP3 fast replace for old function
2020-02-26 10:24:35 -05:00
ReinUsesLisp
7dc488a375 shader/texture: Fix illegal 3D texture assert
Fix typo in the illegal 3D texture assert logic. We care about catching
arrayed 3D textures or 3D shadow textures, not regular 3D textures.
2020-02-21 15:57:27 -03:00
Nguyen Dac Nam
10d8afb302
nit: add const to where it need. 2020-02-21 21:16:45 +07:00
Nguyen Dac Nam
1956a34ee5
shader: implement LOP3 fast replace for old function
ref: https://devtalk.nvidia.com/default/topic/1070081/cuda-programming-and-performance/reverse-lut-for-lop3-lut/
2020-02-21 19:08:07 +07:00
bunnei
bf0c929d4c
Merge pull request #3415 from ReinUsesLisp/texture-code
shader/texture: Allow 2D shadow arrays and simplify code
2020-02-19 20:06:14 -05:00
Nguyen Dac Nam
1b6308727c
shader_conversion: I2F : add Assert for case src_size is Short 2020-02-19 11:40:35 +07:00
Nguyen Dac Nam
a2c2c5768f
fix warning 2020-02-19 11:10:26 +07:00
Nguyen Dac Nam
a8508f2bc0
clang-format fix 2020-02-19 11:02:59 +07:00
Nguyen Dac Nam
556f3a6e9a
shader_conversion: add conversion I2F for Short 2020-02-19 10:54:37 +07:00
ReinUsesLisp
6910ade146 shader/texture: Allow 2D shadow arrays and simplify code
Shadow sampler 2D arrays are supported on OpenGL, so there's no reason
to forbid these. Enable textureLod usage on these.

Minor style changes.
2020-02-15 02:36:28 -03:00
bunnei
63a59b9935
Merge pull request #3379 from ReinUsesLisp/cbuf-offset
shader/decode: Fix constant buffer offsets
2020-02-14 13:22:53 -05:00
bunnei
90df4b8e2b
Merge pull request #3369 from ReinUsesLisp/shf
shader/shift: Implement SHF
2020-02-07 22:06:57 -05:00
ReinUsesLisp
bf9a822b87 shader/decode: Fix constant buffer offsets
Some instances were using cbuf34.offset instead of cbuf34.GetOffset().
This returned the an invalid offset. Address those instances and rename
offset to "shifted_offset" to avoid future bugs.
2020-02-05 12:19:09 -03:00
bunnei
08c508b1c4
Merge pull request #3357 from ReinUsesLisp/bfi-rc
shader/bfi: Implement register-constant buffer variant
2020-02-04 15:14:13 -05:00
bunnei
bf21aacc74
Merge pull request #3356 from ReinUsesLisp/fcmp
shader/arithmetic: Implement FCMP
2020-02-04 11:36:59 -05:00
bunnei
c31ec00d67
Merge pull request #3337 from ReinUsesLisp/vulkan-staged
yuzu: Implement Vulkan frontend
2020-02-03 16:56:25 -05:00
ReinUsesLisp
223a89a19f shader: Remove curly braces initializers on shared pointers 2020-02-01 22:52:10 -03:00
bunnei
b5bbe7e752
Merge pull request #3282 from FernandoS27/indexed-samplers
Partially implement Indexed samplers in general and specific code in GLSL
2020-02-01 20:41:40 -05:00
ReinUsesLisp
729ca120e3 shader/shift: Implement SHIFT_RIGHT_{IMM,R}
Shifts a pair of registers to the right and returns the low register.
2020-02-01 21:20:02 -03:00
ReinUsesLisp
017474c3f8 shader/shift: Implement SHF_LEFT_{IMM,R}
Shifts a pair of registers to the left and returns the high register.
2020-02-01 21:19:44 -03:00
bunnei
c593e45dbd
Merge pull request #3347 from ReinUsesLisp/local-mem
shader/memory: Implement LDL.S16, LDS.S16, STL.S16 and STS.S16
2020-01-30 10:59:52 -05:00
ReinUsesLisp
9f0162e4b5 shader/other: Fix skips for SYNC and BRK 2020-01-29 17:53:11 -03:00
ReinUsesLisp
270177f38a shader/other: Stub S2R LaneId 2020-01-29 17:53:11 -03:00
ReinUsesLisp
137a8aa55c shader/bfi: Implement register-constant buffer variant
It's the same as the variant that was implemented, but it takes the
operands from another source.
2020-01-27 01:20:38 -03:00
ReinUsesLisp
e3fc3459c8 shader/arithmetic: Implement FCMP
Compares the third operand with zero, then selects between the first and
second.
2020-01-27 01:15:44 -03:00
ReinUsesLisp
d95d4ac843 shader/memory: Implement ATOM.ADD
ATOM operates atomically on global memory. For now only add ATOM.ADD
since that's what was found in commercial games.

This asserts for ATOM.ADD.S32 (handling the others as unimplemented),
although ATOM.ADD.U32 shouldn't be any different.

This change forces us to change the default type on SPIR-V storage
buffers from float to uint. We could also alias the buffers, but it's
simpler for now to just use uint. While we are at it, abstract the code
to avoid repetition.
2020-01-26 01:54:24 -03:00
Fernando Sahmkow
bb8eb15d39 Shader_IR: Address feedback. 2020-01-25 09:04:59 -04:00
ReinUsesLisp
d26e74f0a3 shader/memory: Implement STL.S16 and STS.S16 2020-01-25 03:16:10 -03:00
ReinUsesLisp
9a2cdf8520 shader/memory: Implement unaligned LDL.S16 and LDS.S16 2020-01-25 03:16:10 -03:00
ReinUsesLisp
531f25a037 shader/memory: Move unaligned load/store to functions 2020-01-25 03:16:10 -03:00
ReinUsesLisp
96638f57c9 shader/memory: Implement LDL.S16 and LDS.S16 2020-01-25 03:15:55 -03:00
Fernando Sahmkow
806f569143 Shader_IR: Change name of TrackSampler function so it does not confuse with the type. 2020-01-24 16:44:48 -04:00
Fernando Sahmkow
7c530e0666 Shader_IR: Propagate bindless index into the GL compiler. 2020-01-24 16:44:47 -04:00
Fernando Sahmkow
037ea431ce Shader_IR: deduce size of indexed samplers 2020-01-24 16:43:31 -04:00
Fernando Sahmkow
f4603d23c5 Shader_IR: Setup Indexed Samplers on the IR 2020-01-24 16:43:30 -04:00
bunnei
a104b985a8
Merge pull request #3273 from FernandoS27/txd-array
Shader_IR: Implement TXD Array.
2020-01-24 14:02:40 -05:00
ReinUsesLisp
63ba41a26d shader/memory: Implement ATOMS.ADD.U32 2020-01-16 17:30:55 -03:00
bunnei
55f95e7f26
Merge pull request #3287 from ReinUsesLisp/ldg-stg-16
shader_ir/memory: Implement u16 and u8 for STG and LDG
2020-01-14 09:57:08 -05:00
ReinUsesLisp
13021b534c shader_ir/texture: Simplify AOFFI code 2020-01-09 03:50:37 -03:00
ReinUsesLisp
e2a2a556b9 shader_ir/memory: Implement u16 and u8 for STG and LDG
Using the same technique we used for u8 on LDG, implement u16.

In the case of STG, load memory and insert the value we want to set
into it with bitfieldInsert. Then set that value.
2020-01-09 02:12:29 -03:00
Fernando Sahmkow
a1667a7b46 Shader_IR: Implement TXD Array.
This commit extends the compilation of TXD to support array samplers on
TXD.
2020-01-04 13:28:02 -04:00
bunnei
028b2718ed
Merge pull request #3239 from ReinUsesLisp/p2r
shader/p2r: Implement P2R Pr
2019-12-31 20:37:16 -05:00
bunnei
8a76f816a4
Merge pull request #3228 from ReinUsesLisp/ptp
shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
2019-12-26 21:43:44 -05:00
bunnei
16dcfacbfc
Merge pull request #3235 from ReinUsesLisp/ldg-u8
shader/memory: Implement LDG.U8 and unaligned U8 loads
2019-12-21 22:50:28 -05:00
ReinUsesLisp
38d3a48873
shader/p2r: Implement P2R Pr
P2R dumps predicate or condition codes state to a register. This is
useful for unit testing.
2019-12-20 18:02:41 -03:00
ReinUsesLisp
cf27b59493
shader/r2p: Refactor P2R to support P2R 2019-12-20 17:55:42 -03:00
bunnei
7be65c6a68
Merge pull request #3234 from ReinUsesLisp/i2f-u8-selector
shader/conversion: Implement byte selector in I2F
2019-12-19 22:36:26 -05:00
ReinUsesLisp
ae8d4b6c0c
shader/memory: Implement LDG.U8 and unaligned U8 loads
LDG can load single bytes instead of full integers or packs of integers.
These have the advantage of loading bytes that are not aligned to 4
bytes.

To emulate these this commit gets the byte being referenced (by doing
"address & 3" and then using that to extract the byte from the loaded
integer:

result = bitfieldExtract(loaded_integer, (address % 4) * 8, 8)
2019-12-18 01:21:46 -03:00
ReinUsesLisp
a7d6bd1ef1
shader/conversion: Implement byte selector in I2F
I2F's byte selector is used to choose what bytes to convert to float.
e.g. if the input is 0xaabbccdd and the selector is ".B3" it will
convert 0xaa. The default (when it's not shown in nvdisasm) is ".B0", in
that example the default would convert 0xdd to float.
2019-12-18 00:41:22 -03:00
ReinUsesLisp
15a753b9a5
shader/texture: Properly shrink unused entries in size mismatches
When a image format mismatches we were inserting zeroes to the texture
itself. This was not handling cases were the mismatch uses less
coordinates than the guest shader code. Address that by resizing the
vector.
2019-12-17 23:38:10 -03:00
ReinUsesLisp
e09c1fbc1f
shader/texture: Implement TLD4.PTP 2019-12-16 04:09:24 -03:00
ReinUsesLisp
844e4a297b
shader/texture: Enable arrayed TLD4 2019-12-16 02:37:21 -03:00
ReinUsesLisp
3d2c44848b
shader/texture: Implement AOFFI for TLD4S 2019-12-16 02:06:42 -03:00
ReinUsesLisp
3d9fff82c0
shader/texture: Remove unnecesary parenthesis 2019-12-16 01:52:33 -03:00
Fernando Sahmkow
c0ee0aa1a8 Shader_IR: Correct TLD4S Depth Compare. 2019-12-11 19:53:17 -04:00
Fernando Sahmkow
af89723fa3 Shader_Ir: Correct TLD4S encoding and implement f16 flag. 2019-12-11 19:53:17 -04:00
Fernando Sahmkow
271a3264f3 Shader_Ir: default failed tracks on bindless samplers to null values. 2019-12-11 19:53:16 -04:00
ReinUsesLisp
425a254fa2
shader: Implement MEMBAR.GL
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-10 16:45:03 -03:00
ReinUsesLisp
0b5b93053d
shader_ir/other: Implement S2R InvocationId 2019-12-09 23:52:28 -03:00
ReinUsesLisp
9ad6327fbd
shader: Keep track of shaders using warp instructions 2019-12-09 23:40:41 -03:00
ReinUsesLisp
6233b1db08
shader_ir/memory: Implement patch stores 2019-12-09 23:25:21 -03:00
bunnei
e36814d6d5
Merge pull request #3109 from FernandoS27/new-instr
Implement FLO & TXD Instructions on GPU Shaders
2019-12-06 18:18:16 -05:00
ReinUsesLisp
dc9961f341
shader/texture: Handle TLDS texture type mismatches
Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets
used by instructions of 1D textures. To handle the discrepancy this
commit uses the the texture type from the binding and modifies the
emitted code IR to build a valid backend expression.

E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples
a 2D texture in the coordinate ivec2(X, 0).
2019-11-22 21:28:47 -03:00
ReinUsesLisp
32c1bc6a67
shader/texture: Deduce texture buffers from locker
Instead of specializing shaders to separate texture buffers from 1D
textures, use the locker to deduce them while they are being decoded.
2019-11-22 21:28:47 -03:00
ReinUsesLisp
24f4198cee
shader/other: Reduce DEPBAR log severity
While DEPBAR is stubbed it doesn't change anything from our end. Shading
languages handle what this instruction does implicitly. We are not
getting anything out fo this log except noise.
2019-11-19 21:26:40 -03:00
Fernando Sahmkow
c8473f399e Shader_IR: Address Feedback 2019-11-18 07:34:34 -04:00
Fernando Sahmkow
cd0f5dfc17 Shader_IR: Implement TXD instruction. 2019-11-14 11:15:27 -04:00
Fernando Sahmkow
f3d1b370aa Shader_IR: Implement FLO instruction. 2019-11-14 11:15:27 -04:00
ReinUsesLisp
56e237d1f9
shader_ir/warp: Implement FSWZADD 2019-11-07 20:08:41 -03:00
ReinUsesLisp
08b2b1080a
gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsics 2019-11-07 20:08:41 -03:00
ReinUsesLisp
39c66abd91
shader/decode: Reduce severity of arithmetic rounding warnings 2019-11-07 01:43:38 -03:00
ReinUsesLisp
c4374d0d41
shader/arithmetic: Reduce RRO stub severity 2019-11-07 01:43:38 -03:00
ReinUsesLisp
35d40b74b3
shader/texture: Remove NODEP warnings
These warnings don't offer meaningful information while decoding
shaders. Remove them.
2019-11-07 01:43:38 -03:00
Rodrigo Locatti
654b77d2ec
Merge pull request #3039 from ReinUsesLisp/cleanup-samplers
shader/node: Unpack bindless texture encoding
2019-11-06 04:54:11 +00:00
Fernando Sahmkow
23cabc98db Shader_IR: Fix regression on TLD4
Originally on the last commit I thought TLD4 acted the same as TLD4S and 
didn't have a mask. It actually does have a component mask. This commit 
corrects that.
2019-10-30 21:14:57 -04:00
Fernando Sahmkow
9293c3a0f2 Shader_IR: Fix TLD4 and add Bindless Variant.
This commit fixes an issue where not all 4 results of tld4 were being
written, the color component was defaulted to red, among other things.
It also implements the bindless variant.
2019-10-30 12:02:03 -04:00
ReinUsesLisp
a993df1ee2
shader/node: Unpack bindless texture encoding
Bindless textures were using u64 to pack the buffer and offset from
where they come from. Drop this in favor of separated entries in the
struct.

Remove the usage of std::set in favor of std::list (it's not std::vector
to avoid reference invalidations) for samplers and images.
2019-10-29 20:53:48 -03:00
Rodrigo Locatti
26f3e18c5c
Merge pull request #2976 from FernandoS27/cache-fast-brx-rebased
Implement Fast BRX, fix TXQ and addapt the Shader Cache for it
2019-10-26 16:56:13 -03:00
Fernando Sahmkow
be856a38d6 Shader_IR: Address Feedback. 2019-10-26 15:38:30 -04:00
Rodrigo Locatti
d52598173d
Merge pull request #3013 from FernandoS27/tld4s-fix
Shader_Ir: Fix TLD4S from using a component mask.
2019-10-25 20:06:26 -03:00
Fernando Sahmkow
33fcec3502 Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide it 2019-10-25 09:01:30 -04:00
Lioncash
1f5401c89c video_core/shader: Resolve instances of variable shadowing
Silences a few -Wshadow warnings.
2019-10-23 23:00:31 -04:00
Fernando Sahmkow
1509d2ffbd Shader_Ir: Fix TLD4S from using a component mask.
TLD4S always outputs 4 values, the previous code checked a component 
mask and omitted those values that weren't part of it. This commit 
corrects that and makes sure all 4 values are set.
2019-10-22 10:59:07 -04:00
ReinUsesLisp
1ea07954fb shader_ir/memory: Ignore global memory when tracking fails
Ignore global memory operations instead of invoking undefined behaviour
when constant buffer tracking fails and we are blasting through asserts,
ignore the operation.

In the case of LDG this means filling the destination registers with
zeroes; for STG this means ignore the instruction as a whole.

The default behaviour is still to abort execution on failure.
2019-10-22 02:49:17 -03:00
ReinUsesLisp
3d0f357307
shader/half_set_predicate: Fix HSETP2 for constant buffers
HSETP2 when used with a constant buffer parses the second operand type
as F32. This is not configurable.
2019-10-07 14:49:47 -03:00
ReinUsesLisp
632c9e4ee3
shader/half_set_predicate: Reduce DEBUG_ASSERT to LOG_DEBUG 2019-10-07 14:48:58 -03:00
bunnei
376f1a4432
Merge pull request #2869 from ReinUsesLisp/suld
shader/image: Implement SULD and fix SUATOM
2019-09-23 21:47:03 -04:00
Rodrigo Locatti
9286976948
Merge pull request #2878 from FernandoS27/icmp
shader_ir: Implement ICMP
2019-09-21 18:06:07 -03:00
ReinUsesLisp
44000971e2
gl_shader_decompiler: Use uint for images and fix SUATOM
In the process remove implementation of SUATOM.MIN and SUATOM.MAX as
these require a distinction between U32 and S32. These have to be
implemented with imageCompSwap loop.
2019-09-21 17:33:52 -03:00
ReinUsesLisp
675f23aedc
shader/image: Implement SULD and remove irrelevant code
* Implement SULD as float.
* Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
2019-09-21 17:32:48 -03:00
Fernando Sahmkow
527b841c15 Shader_IR: ICMP corrections and fixes 2019-09-21 14:28:03 -04:00
bunnei
88d857499b
Merge pull request #2855 from ReinUsesLisp/shfl
shader_ir/warp: Implement SHFL for Nvidia devices
2019-09-20 17:10:42 -04:00
Fernando Sahmkow
4b81d19a1a Shader_IR: Implement ICMP. 2019-09-19 20:56:29 -04:00
bunnei
b31880dc5e
Merge pull request #2784 from ReinUsesLisp/smem
shader_ir: Implement shared memory
2019-09-18 16:26:05 -04:00
ReinUsesLisp
0526bf1895 shader_ir/warp: Implement SHFL 2019-09-17 17:44:07 -03:00
ReinUsesLisp
36abf67e79 shader/image: Implement SUATOM and fix SUST 2019-09-10 20:22:31 -03:00
bunnei
34b2c60f95
Merge pull request #2823 from ReinUsesLisp/shr-clamp
shader/shift: Implement SHR wrapped and clamped variants
2019-09-10 11:56:17 -04:00
ReinUsesLisp
1f43e5296f gl_shader_decompiler: Keep track of written images and mark them as modified 2019-09-05 23:26:05 -03:00
ReinUsesLisp
4de04eba39 shader_ir: Implement LD_S
Loads from shared memory.
2019-09-05 01:38:37 -03:00
ReinUsesLisp
f17415d431 shader_ir: Implement ST_S
This instruction writes to a memory buffer shared with threads within
the same work group. It is known as "shared" memory in GLSL.
2019-09-05 01:38:37 -03:00
ReinUsesLisp
77ef4fa907 shader/shift: Implement SHR wrapped and clamped variants
Nvidia defaults to wrapped shifts, but this is undefined behaviour on
OpenGL's spec. Explicitly mask/clamp according to what the guest shader
requires.
2019-09-04 01:55:24 -03:00
ReinUsesLisp
dfae2d141a half_set_predicate: Fix predicate assignments 2019-09-04 01:54:23 -03:00
bunnei
81fbc5370d
Merge pull request #2812 from ReinUsesLisp/f2i-selector
shader_ir/conversion: Implement F2I and F2F F16 selector
2019-09-03 22:35:33 -04:00
bunnei
d4f33b822b
Merge pull request #2811 from ReinUsesLisp/fsetp-fix
float_set_predicate: Add missing negation bit for the second operand
2019-09-03 22:34:34 -04:00
Rodrigo Locatti
4d4f9cc104 video_core: Silent miscellaneous warnings (#2820)
* texture_cache/surface_params: Remove unused local variable

* rasterizer_interface: Add missing documentation commentary

* maxwell_dma: Remove unused rasterizer reference

* video_core/gpu: Sort member declaration order to silent -Wreorder warning

* fermi_2d: Remove unused MemoryManager reference

* video_core: Silent unused variable warnings

* buffer_cache: Silent -Wreorder warnings

* kepler_memory: Remove unused MemoryManager reference

* gl_texture_cache: Add missing override

* buffer_cache: Add missing include

* shader/decode: Remove unused variables
2019-08-30 14:08:00 -04:00
bunnei
f8cc5668f8
Merge pull request #2758 from ReinUsesLisp/packed-tid
shader/decode: Implement S2R Tic
2019-08-29 12:58:43 -04:00
ReinUsesLisp
e3534700d7 shader_ir/conversion: Split int and float selector and implement F2F H1 2019-08-28 16:09:33 -03:00
ReinUsesLisp
b13fbc25b8 shader_ir/conversion: Implement F2I F16 Ra.H1 2019-08-27 23:40:40 -03:00
ReinUsesLisp
6207751b00 float_set_predicate: Add missing negation bit for the second operand 2019-08-27 21:57:43 -03:00
ReinUsesLisp
4e35177e23 shader_ir: Implement VOTE
Implement VOTE using Nvidia's intrinsics. Documentation about these can
be found here
https://developer.nvidia.com/reading-between-threads-shader-intrinsics

Instead of using portable ARB instructions I opted to use Nvidia
intrinsics because these are the closest we have to how Tegra X1
hardware renders.

To stub VOTE on non-Nvidia drivers (including nouveau) this commit
simulates a GPU with a warp size of one, returning what is meaningful
for the instruction being emulated:

* anyThreadNV(value) -> value
* allThreadsNV(value) -> value
* allThreadsEqualNV(value) -> true

ballotARB, also known as "uint64_t(activeThreadsNV())", emits

VOTE.ANY Rd, PT, PT;

on nouveau's compiler. This doesn't match exactly to Nvidia's code

VOTE.ALL Rd, PT, PT;

Which is emulated with activeThreadsNV() by this commit. In theory this
shouldn't really matter since .ANY, .ALL and .EQ affect the predicates
(set to PT on those cases) and not the registers.
2019-08-21 14:50:38 -03:00
bunnei
dfdd20142e
Merge pull request #2777 from ReinUsesLisp/hsetp2-fe3h-fix
half_set_predicate: Fix HSETP2_C constant buffer offset
2019-08-21 10:29:17 -04:00
bunnei
cedc1aab4a
Merge pull request #2753 from FernandoS27/float-convert
Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.
2019-08-21 10:27:57 -04:00
bunnei
ca61e298b3
Merge pull request #2778 from ReinUsesLisp/nop
shader_ir: Implement NOP
2019-08-18 08:51:34 -04:00
ReinUsesLisp
2ff8044806 shader_ir: Implement NOP 2019-08-04 03:02:55 -03:00
ReinUsesLisp
ec0da3ef64 half_set_predicate: Fix HSETP2_C constant buffer offset 2019-08-04 02:50:55 -03:00
ReinUsesLisp
77f1a676a1 decode/half_set_predicate: Fix predicates 2019-07-26 00:12:38 -03:00
bunnei
31e8a61527
Merge pull request #2743 from FernandoS27/surpress-assert
Downgrade and suppress a series of GPU asserts and debug messages.
2019-07-25 12:34:36 -04:00
ReinUsesLisp
104641db07 shader/decode: Implement S2R Tic 2019-07-22 16:16:10 -03:00
Fernando Sahmkow
11f4e739bd Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.
This commit takes care of implementing the F16 Variants of the 
conversion instructions and makes sure conversions are done.
2019-07-20 17:38:25 -04:00
Fernando Sahmkow
1158777737 Shader_Ir: Change Debug Asserts for Log Warnings 2019-07-19 22:15:34 -04:00
ReinUsesLisp
45c162444d shader/half_set_predicate: Fix HSETP2 implementation 2019-07-19 22:21:22 -03:00
ReinUsesLisp
6c4985edc9 shader/half_set_predicate: Implement missing HSETP2 variants 2019-07-19 22:20:47 -03:00