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glasm: Implement indirect attribute loads

This commit is contained in:
ReinUsesLisp 2021-05-22 18:29:43 -03:00 committed by ameerj
parent c8414e686f
commit e30d4fa976
4 changed files with 65 additions and 6 deletions

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@ -30,9 +30,8 @@ bool IsInputArray(Stage stage) {
EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_, EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_,
const RuntimeInfo& runtime_info_) const RuntimeInfo& runtime_info_)
: profile{profile_}, runtime_info{runtime_info_} { : info{program.info}, profile{profile_}, runtime_info{runtime_info_} {
// FIXME: Temporary partial implementation // FIXME: Temporary partial implementation
const auto& info{program.info};
u32 cbuf_index{}; u32 cbuf_index{};
for (const auto& desc : info.constant_buffer_descriptors) { for (const auto& desc : info.constant_buffer_descriptors) {
if (desc.count != 1) { if (desc.count != 1) {

View file

@ -58,6 +58,7 @@ public:
std::string code; std::string code;
RegAlloc reg_alloc{*this}; RegAlloc reg_alloc{*this};
const Info& info;
const Profile& profile; const Profile& profile;
const RuntimeInfo& runtime_info; const RuntimeInfo& runtime_info;

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@ -8,6 +8,7 @@
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h" #include "shader_recompiler/profile.h"
#include "shader_recompiler/shader_info.h"
namespace Shader::Backend::GLASM { namespace Shader::Backend::GLASM {
namespace { namespace {
@ -153,9 +154,67 @@ void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, ScalarF32 value,
} }
} }
void EmitGetAttributeIndexed([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarU32 offset, void EmitGetAttributeIndexed(EmitContext& ctx, IR::Inst& inst, ScalarS32 offset, ScalarU32 vertex) {
[[maybe_unused]] ScalarU32 vertex) { // RC.x = base_index
throw NotImplementedException("GLASM instruction"); // RC.y = masked_index
// RC.z = compare_index
ctx.Add("SHR.S RC.x,{},2;"
"AND.S RC.y,RC.x,3;"
"SHR.S RC.z,{},4;",
offset, offset);
const Register ret{ctx.reg_alloc.Define(inst)};
u32 num_endifs{};
const auto read{[&](u32 compare_index, const std::array<std::string, 4>& values) {
++num_endifs;
ctx.Add("SEQ.S.CC RC.w,RC.z,{};" // compare_index
"IF NE.w;"
// X
"SEQ.S.CC RC.w,RC.y,0;"
"IF NE.w;"
"MOV {}.x,{};"
"ELSE;"
// Y
"SEQ.S.CC RC.w,RC.y,1;"
"IF NE.w;"
"MOV {}.x,{};"
"ELSE;"
// Z
"SEQ.S.CC RC.w,RC.y,2;"
"IF NE.w;"
"MOV {}.x,{};"
"ELSE;"
// W
"MOV {}.x,{};"
"ENDIF;"
"ENDIF;"
"ENDIF;"
"ELSE;",
compare_index, ret, values[0], ret, values[1], ret, values[2], ret, values[3]);
}};
const auto read_swizzled{[&](u32 compare_index, std::string_view value) {
const std::array values{fmt::format("{}.x", value), fmt::format("{}.y", value),
fmt::format("{}.z", value), fmt::format("{}.w", value)};
read(compare_index, values);
}};
if (ctx.info.loads_position) {
const u32 index{static_cast<u32>(IR::Attribute::PositionX)};
if (IsInputArray(ctx.stage)) {
read_swizzled(index, fmt::format("vertex_position{}", VertexIndex(ctx, vertex)));
} else {
read_swizzled(index, fmt::format("{}.position", ctx.attrib_name));
}
}
const u32 base_attribute_value{static_cast<u32>(IR::Attribute::Generic0X) >> 2};
for (u32 index = 0; index < ctx.info.input_generics.size(); ++index) {
if (!ctx.info.input_generics[index].used) {
continue;
}
read_swizzled(index, fmt::format("in_attr{}{}[0]", index, VertexIndex(ctx, vertex)));
}
for (u32 i = 0; i < num_endifs; ++i) {
ctx.Add("ENDIF;");
}
} }
void EmitSetAttributeIndexed([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarU32 offset, void EmitSetAttributeIndexed([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarU32 offset,

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@ -51,7 +51,7 @@ void EmitGetCbufF32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
void EmitGetCbufU32x2(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset); void EmitGetCbufU32x2(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset);
void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, ScalarU32 vertex); void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, ScalarU32 vertex);
void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, ScalarF32 value, ScalarU32 vertex); void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, ScalarF32 value, ScalarU32 vertex);
void EmitGetAttributeIndexed(EmitContext& ctx, ScalarU32 offset, ScalarU32 vertex); void EmitGetAttributeIndexed(EmitContext& ctx, IR::Inst& inst, ScalarS32 offset, ScalarU32 vertex);
void EmitSetAttributeIndexed(EmitContext& ctx, ScalarU32 offset, ScalarF32 value, ScalarU32 vertex); void EmitSetAttributeIndexed(EmitContext& ctx, ScalarU32 offset, ScalarF32 value, ScalarU32 vertex);
void EmitGetPatch(EmitContext& ctx, IR::Inst& inst, IR::Patch patch); void EmitGetPatch(EmitContext& ctx, IR::Inst& inst, IR::Patch patch);
void EmitSetPatch(EmitContext& ctx, IR::Patch patch, ScalarF32 value); void EmitSetPatch(EmitContext& ctx, IR::Patch patch, ScalarF32 value);