New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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2022-12-29 15:09:34 +00:00
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using Ryujinx.Graphics.Shader.Translation;
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New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
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using System;
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namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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static class InstructionInfo
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{
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2022-12-05 13:47:39 +00:00
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private readonly struct InstInfo
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New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
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{
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2022-12-29 15:09:34 +00:00
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public AggregateType DestType { get; }
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New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
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2022-12-29 15:09:34 +00:00
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public AggregateType[] SrcTypes { get; }
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New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
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2022-12-29 15:09:34 +00:00
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public InstInfo(AggregateType destType, params AggregateType[] srcTypes)
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New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
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{
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DestType = destType;
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SrcTypes = srcTypes;
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}
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}
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private static InstInfo[] _infoTbl;
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static InstructionInfo()
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{
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_infoTbl = new InstInfo[(int)Instruction.Count];
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2022-12-29 15:09:34 +00:00
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// Inst Destination type Source 1 type Source 2 type Source 3 type Source 4 type
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Add(Instruction.AtomicAdd, AggregateType.U32, AggregateType.S32, AggregateType.S32, AggregateType.U32);
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Add(Instruction.AtomicAnd, AggregateType.U32, AggregateType.S32, AggregateType.S32, AggregateType.U32);
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Add(Instruction.AtomicCompareAndSwap, AggregateType.U32, AggregateType.S32, AggregateType.S32, AggregateType.U32, AggregateType.U32);
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Add(Instruction.AtomicMaxS32, AggregateType.S32, AggregateType.S32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.AtomicMaxU32, AggregateType.U32, AggregateType.S32, AggregateType.S32, AggregateType.U32);
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Add(Instruction.AtomicMinS32, AggregateType.S32, AggregateType.S32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.AtomicMinU32, AggregateType.U32, AggregateType.S32, AggregateType.S32, AggregateType.U32);
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Add(Instruction.AtomicOr, AggregateType.U32, AggregateType.S32, AggregateType.S32, AggregateType.U32);
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Add(Instruction.AtomicSwap, AggregateType.U32, AggregateType.S32, AggregateType.S32, AggregateType.U32);
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Add(Instruction.AtomicXor, AggregateType.U32, AggregateType.S32, AggregateType.S32, AggregateType.U32);
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Add(Instruction.Absolute, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.Add, AggregateType.Scalar, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.Ballot, AggregateType.U32, AggregateType.Bool);
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Add(Instruction.BitCount, AggregateType.S32, AggregateType.S32);
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Add(Instruction.BitfieldExtractS32, AggregateType.S32, AggregateType.S32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.BitfieldExtractU32, AggregateType.U32, AggregateType.U32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.BitfieldInsert, AggregateType.S32, AggregateType.S32, AggregateType.S32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.BitfieldReverse, AggregateType.S32, AggregateType.S32);
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Add(Instruction.BitwiseAnd, AggregateType.S32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.BitwiseExclusiveOr, AggregateType.S32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.BitwiseNot, AggregateType.S32, AggregateType.S32);
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Add(Instruction.BitwiseOr, AggregateType.S32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.BranchIfTrue, AggregateType.Void, AggregateType.Bool);
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Add(Instruction.BranchIfFalse, AggregateType.Void, AggregateType.Bool);
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Add(Instruction.Call, AggregateType.Scalar);
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Add(Instruction.Ceiling, AggregateType.Scalar, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.Clamp, AggregateType.Scalar, AggregateType.Scalar, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.ClampU32, AggregateType.U32, AggregateType.U32, AggregateType.U32, AggregateType.U32);
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Add(Instruction.CompareEqual, AggregateType.Bool, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.CompareGreater, AggregateType.Bool, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.CompareGreaterOrEqual, AggregateType.Bool, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.CompareGreaterOrEqualU32, AggregateType.Bool, AggregateType.U32, AggregateType.U32);
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Add(Instruction.CompareGreaterU32, AggregateType.Bool, AggregateType.U32, AggregateType.U32);
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Add(Instruction.CompareLess, AggregateType.Bool, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.CompareLessOrEqual, AggregateType.Bool, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.CompareLessOrEqualU32, AggregateType.Bool, AggregateType.U32, AggregateType.U32);
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Add(Instruction.CompareLessU32, AggregateType.Bool, AggregateType.U32, AggregateType.U32);
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Add(Instruction.CompareNotEqual, AggregateType.Bool, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.ConditionalSelect, AggregateType.Scalar, AggregateType.Bool, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.ConvertFP32ToFP64, AggregateType.FP64, AggregateType.FP32);
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Add(Instruction.ConvertFP64ToFP32, AggregateType.FP32, AggregateType.FP64);
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Add(Instruction.ConvertFP32ToS32, AggregateType.S32, AggregateType.FP32);
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Add(Instruction.ConvertFP32ToU32, AggregateType.U32, AggregateType.FP32);
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Add(Instruction.ConvertFP64ToS32, AggregateType.S32, AggregateType.FP64);
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Add(Instruction.ConvertFP64ToU32, AggregateType.U32, AggregateType.FP64);
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Add(Instruction.ConvertS32ToFP32, AggregateType.FP32, AggregateType.S32);
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Add(Instruction.ConvertS32ToFP64, AggregateType.FP64, AggregateType.S32);
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Add(Instruction.ConvertU32ToFP32, AggregateType.FP32, AggregateType.U32);
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Add(Instruction.ConvertU32ToFP64, AggregateType.FP64, AggregateType.U32);
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Add(Instruction.Cosine, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.Ddx, AggregateType.FP32, AggregateType.FP32);
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Add(Instruction.Ddy, AggregateType.FP32, AggregateType.FP32);
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Add(Instruction.Divide, AggregateType.Scalar, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.ExponentB2, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.FindLSB, AggregateType.S32, AggregateType.S32);
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Add(Instruction.FindMSBS32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.FindMSBU32, AggregateType.S32, AggregateType.U32);
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Add(Instruction.Floor, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.FusedMultiplyAdd, AggregateType.Scalar, AggregateType.Scalar, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.ImageLoad, AggregateType.FP32);
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Add(Instruction.ImageStore, AggregateType.Void);
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Add(Instruction.ImageAtomic, AggregateType.S32);
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Add(Instruction.IsNan, AggregateType.Bool, AggregateType.Scalar);
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2023-04-25 22:51:07 +00:00
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Add(Instruction.Load, AggregateType.FP32);
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2022-12-29 15:09:34 +00:00
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Add(Instruction.LoadConstant, AggregateType.FP32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.LoadGlobal, AggregateType.U32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.LoadLocal, AggregateType.U32, AggregateType.S32);
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Add(Instruction.LoadShared, AggregateType.U32, AggregateType.S32);
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Add(Instruction.LoadStorage, AggregateType.U32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.Lod, AggregateType.FP32);
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Add(Instruction.LogarithmB2, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.LogicalAnd, AggregateType.Bool, AggregateType.Bool, AggregateType.Bool);
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Add(Instruction.LogicalExclusiveOr, AggregateType.Bool, AggregateType.Bool, AggregateType.Bool);
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Add(Instruction.LogicalNot, AggregateType.Bool, AggregateType.Bool);
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Add(Instruction.LogicalOr, AggregateType.Bool, AggregateType.Bool, AggregateType.Bool);
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Add(Instruction.Maximum, AggregateType.Scalar, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.MaximumU32, AggregateType.U32, AggregateType.U32, AggregateType.U32);
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Add(Instruction.Minimum, AggregateType.Scalar, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.MinimumU32, AggregateType.U32, AggregateType.U32, AggregateType.U32);
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Add(Instruction.Multiply, AggregateType.Scalar, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.MultiplyHighS32, AggregateType.S32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.MultiplyHighU32, AggregateType.U32, AggregateType.U32, AggregateType.U32);
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Add(Instruction.Negate, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.PackDouble2x32, AggregateType.FP64, AggregateType.U32, AggregateType.U32);
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Add(Instruction.PackHalf2x16, AggregateType.U32, AggregateType.FP32, AggregateType.FP32);
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Add(Instruction.ReciprocalSquareRoot, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.Round, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.ShiftLeft, AggregateType.S32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.ShiftRightS32, AggregateType.S32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.ShiftRightU32, AggregateType.U32, AggregateType.U32, AggregateType.S32);
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Add(Instruction.Shuffle, AggregateType.FP32, AggregateType.FP32, AggregateType.U32, AggregateType.U32, AggregateType.Bool);
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Add(Instruction.ShuffleDown, AggregateType.FP32, AggregateType.FP32, AggregateType.U32, AggregateType.U32, AggregateType.Bool);
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Add(Instruction.ShuffleUp, AggregateType.FP32, AggregateType.FP32, AggregateType.U32, AggregateType.U32, AggregateType.Bool);
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Add(Instruction.ShuffleXor, AggregateType.FP32, AggregateType.FP32, AggregateType.U32, AggregateType.U32, AggregateType.Bool);
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Add(Instruction.Sine, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.SquareRoot, AggregateType.Scalar, AggregateType.Scalar);
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2023-04-25 22:51:07 +00:00
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Add(Instruction.Store, AggregateType.Void);
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2022-12-29 15:09:34 +00:00
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|
|
Add(Instruction.StoreGlobal, AggregateType.Void, AggregateType.S32, AggregateType.S32, AggregateType.U32);
|
|
|
|
Add(Instruction.StoreLocal, AggregateType.Void, AggregateType.S32, AggregateType.U32);
|
|
|
|
Add(Instruction.StoreShared, AggregateType.Void, AggregateType.S32, AggregateType.U32);
|
|
|
|
Add(Instruction.StoreShared16, AggregateType.Void, AggregateType.S32, AggregateType.U32);
|
|
|
|
Add(Instruction.StoreShared8, AggregateType.Void, AggregateType.S32, AggregateType.U32);
|
|
|
|
Add(Instruction.StoreStorage, AggregateType.Void, AggregateType.S32, AggregateType.S32, AggregateType.U32);
|
|
|
|
Add(Instruction.StoreStorage16, AggregateType.Void, AggregateType.S32, AggregateType.S32, AggregateType.U32);
|
|
|
|
Add(Instruction.StoreStorage8, AggregateType.Void, AggregateType.S32, AggregateType.S32, AggregateType.U32);
|
|
|
|
Add(Instruction.Subtract, AggregateType.Scalar, AggregateType.Scalar, AggregateType.Scalar);
|
|
|
|
Add(Instruction.SwizzleAdd, AggregateType.FP32, AggregateType.FP32, AggregateType.FP32, AggregateType.S32);
|
|
|
|
Add(Instruction.TextureSample, AggregateType.FP32);
|
|
|
|
Add(Instruction.TextureSize, AggregateType.S32, AggregateType.S32, AggregateType.S32);
|
|
|
|
Add(Instruction.Truncate, AggregateType.Scalar, AggregateType.Scalar);
|
|
|
|
Add(Instruction.UnpackDouble2x32, AggregateType.U32, AggregateType.FP64);
|
|
|
|
Add(Instruction.UnpackHalf2x16, AggregateType.FP32, AggregateType.U32);
|
|
|
|
Add(Instruction.VectorExtract, AggregateType.Scalar, AggregateType.Vector4, AggregateType.S32);
|
|
|
|
Add(Instruction.VoteAll, AggregateType.Bool, AggregateType.Bool);
|
|
|
|
Add(Instruction.VoteAllEqual, AggregateType.Bool, AggregateType.Bool);
|
|
|
|
Add(Instruction.VoteAny, AggregateType.Bool, AggregateType.Bool);
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
}
|
|
|
|
|
2022-12-29 15:09:34 +00:00
|
|
|
private static void Add(Instruction inst, AggregateType destType, params AggregateType[] srcTypes)
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
{
|
|
|
|
_infoTbl[(int)inst] = new InstInfo(destType, srcTypes);
|
|
|
|
}
|
|
|
|
|
2022-12-29 15:09:34 +00:00
|
|
|
public static AggregateType GetDestVarType(Instruction inst)
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
{
|
|
|
|
return GetFinalVarType(_infoTbl[(int)(inst & Instruction.Mask)].DestType, inst);
|
|
|
|
}
|
|
|
|
|
2022-12-29 15:09:34 +00:00
|
|
|
public static AggregateType GetSrcVarType(Instruction inst, int index)
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
{
|
2019-10-26 17:50:52 +00:00
|
|
|
// TODO: Return correct type depending on source index,
|
|
|
|
// that can improve the decompiler output.
|
2022-12-29 15:09:34 +00:00
|
|
|
if (inst == Instruction.ImageLoad ||
|
|
|
|
inst == Instruction.ImageStore ||
|
2021-08-31 05:51:57 +00:00
|
|
|
inst == Instruction.ImageAtomic ||
|
2022-12-29 15:09:34 +00:00
|
|
|
inst == Instruction.Lod ||
|
2019-12-11 06:54:18 +00:00
|
|
|
inst == Instruction.TextureSample)
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
{
|
2022-12-29 15:09:34 +00:00
|
|
|
return AggregateType.FP32;
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
}
|
2023-04-25 22:51:07 +00:00
|
|
|
else if (inst == Instruction.Call || inst == Instruction.Load || inst == Instruction.Store)
|
2020-10-25 20:00:44 +00:00
|
|
|
{
|
2022-12-29 15:09:34 +00:00
|
|
|
return AggregateType.S32;
|
2020-10-25 20:00:44 +00:00
|
|
|
}
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
|
|
|
|
return GetFinalVarType(_infoTbl[(int)(inst & Instruction.Mask)].SrcTypes[index], inst);
|
|
|
|
}
|
|
|
|
|
2022-12-29 15:09:34 +00:00
|
|
|
private static AggregateType GetFinalVarType(AggregateType type, Instruction inst)
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
{
|
2022-12-29 15:09:34 +00:00
|
|
|
if (type == AggregateType.Scalar)
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
{
|
2020-03-03 14:02:08 +00:00
|
|
|
if ((inst & Instruction.FP32) != 0)
|
|
|
|
{
|
2022-12-29 15:09:34 +00:00
|
|
|
return AggregateType.FP32;
|
2020-03-03 14:02:08 +00:00
|
|
|
}
|
|
|
|
else if ((inst & Instruction.FP64) != 0)
|
|
|
|
{
|
2022-12-29 15:09:34 +00:00
|
|
|
return AggregateType.FP64;
|
2020-03-03 14:02:08 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2022-12-29 15:09:34 +00:00
|
|
|
return AggregateType.S32;
|
2020-03-03 14:02:08 +00:00
|
|
|
}
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
}
|
2022-12-29 15:09:34 +00:00
|
|
|
else if (type == AggregateType.Void)
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
{
|
|
|
|
throw new ArgumentException($"Invalid operand for instruction \"{inst}\".");
|
|
|
|
}
|
|
|
|
|
|
|
|
return type;
|
|
|
|
}
|
|
|
|
|
|
|
|
public static bool IsUnary(Instruction inst)
|
|
|
|
{
|
|
|
|
if (inst == Instruction.Copy)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else if (inst == Instruction.TextureSample)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return _infoTbl[(int)(inst & Instruction.Mask)].SrcTypes.Length == 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|