shadPS4/src/shader_recompiler/frontend/translate/vector_alu.cpp

66 lines
2.8 KiB
C++

// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma clang optimize off
#include "shader_recompiler/frontend/translate/translate.h"
namespace Shader::Gcn {
void Translator::V_MOV(const GcnInst& inst) {
SetDst(inst.dst[0], GetSrc(inst.src[0]));
}
void Translator::V_SAD(const GcnInst& inst) {
const IR::U32 abs_diff = ir.IAbs(ir.ISub(GetSrc(inst.src[0]), GetSrc(inst.src[1])));
SetDst(inst.dst[0], ir.IAdd(abs_diff, GetSrc(inst.src[2])));
}
void Translator::V_MAC_F32(const GcnInst& inst) {
SetDst(inst.dst[0], ir.FPFma(GetSrc(inst.src[0]), GetSrc(inst.src[1]), GetSrc(inst.dst[0])));
}
void Translator::V_CVT_PKRTZ_F16_F32(const GcnInst& inst) {
const IR::VectorReg dst_reg{inst.dst[0].code};
const IR::Value vec_f32 = ir.CompositeConstruct(ir.FPConvert(16, GetSrc(inst.src[0])),
ir.FPConvert(16, GetSrc(inst.src[1])));
ir.SetVectorReg(dst_reg, ir.PackFloat2x16(vec_f32));
}
void Translator::V_MUL_F32(const GcnInst& inst) {
const IR::VectorReg dst_reg{inst.dst[0].code};
ir.SetVectorReg(dst_reg, ir.FPMul(GetSrc(inst.src[0]), GetSrc(inst.src[1])));
}
void Translator::V_CMP_EQ_U32(const GcnInst& inst) {
const IR::U1 result = ir.IEqual(GetSrc(inst.src[0]), GetSrc(inst.src[1]));
if (inst.dst[1].field == OperandField::VccLo) {
return ir.SetVcc(result);
} else if (inst.dst[1].field == OperandField::ScalarGPR) {
const IR::ScalarReg dst_reg{inst.dst[1].code};
return ir.SetScalarReg(dst_reg, IR::U32{ir.Select(result, ir.Imm32(1U), ir.Imm32(0U))});
}
UNREACHABLE();
}
void Translator::V_CNDMASK_B32(const GcnInst& inst) {
const IR::VectorReg dst_reg{inst.dst[0].code};
const IR::ScalarReg flag_reg{inst.src[2].code};
const IR::U1 flag = inst.src[2].field == OperandField::ScalarGPR
? ir.INotEqual(ir.GetScalarReg(flag_reg), ir.Imm32(0U))
: ir.GetVcc();
// We can treat the instruction as integer most of the time, but when a source is
// a floating point constant we will force the other as float for better readability
// The other operand is also higly likely to be float as well.
const auto is_float_const = [](OperandField field) {
return field >= OperandField::ConstFloatPos_0_5 && field <= OperandField::ConstFloatNeg_4_0;
};
const bool has_flt_source =
is_float_const(inst.src[0].field) || is_float_const(inst.src[1].field);
const IR::U32F32 src0 = GetSrc(inst.src[0], has_flt_source);
const IR::U32F32 src1 = GetSrc(inst.src[1], has_flt_source);
const IR::Value result = ir.Select(flag, src1, src0);
ir.SetVectorReg(dst_reg, IR::U32F32{result});
}
} // namespace Shader::Gcn