Refactor precise usage and add FMNMX, MUFU, FMUL32 and FADD332

This commit is contained in:
FernandoS27 2018-10-28 11:38:40 -04:00
parent d8d557df86
commit e5ca097e32
2 changed files with 37 additions and 74 deletions

View file

@ -341,10 +341,10 @@ public:
*/
void SetRegisterToFloat(const Register& reg, u64 elem, const std::string& value,
u64 dest_num_components, u64 value_num_components,
bool is_saturated = false, u64 dest_elem = 0) {
bool is_saturated = false, u64 dest_elem = 0, bool precise = false) {
SetRegister(reg, elem, is_saturated ? "clamp(" + value + ", 0.0, 1.0)" : value,
dest_num_components, value_num_components, dest_elem);
dest_num_components, value_num_components, dest_elem, precise);
}
/**
@ -368,7 +368,7 @@ public:
const std::string func{is_signed ? "intBitsToFloat" : "uintBitsToFloat"};
SetRegister(reg, elem, func + '(' + ConvertIntegerSize(value, size) + ')',
dest_num_components, value_num_components, dest_elem);
dest_num_components, value_num_components, dest_elem, false);
if (sets_cc) {
const std::string zero_condition = "( " + ConvertIntegerSize(value, size) + " == 0 )";
@ -416,7 +416,7 @@ public:
}
}();
SetRegister(reg, elem, result, dest_num_components, value_num_components, dest_elem);
SetRegister(reg, elem, result, dest_num_components, value_num_components, dest_elem, false);
}
/**
@ -757,7 +757,8 @@ private:
* @param dest_elem Optional, the destination element to use for the operation.
*/
void SetRegister(const Register& reg, u64 elem, const std::string& value,
u64 dest_num_components, u64 value_num_components, u64 dest_elem) {
u64 dest_num_components, u64 value_num_components, u64 dest_elem,
bool precise) {
if (reg == Register::ZeroIndex) {
LOG_CRITICAL(HW_GPU, "Cannot set Register::ZeroIndex");
UNREACHABLE();
@ -774,7 +775,18 @@ private:
src += GetSwizzle(elem);
}
shader.AddLine(dest + " = " + src + ';');
if (precise && stage != Maxwell3D::Regs::ShaderStage::Fragment) {
shader.AddLine('{');
++shader.scope;
// This avoids optimizations of constant propagation and keeps the code as the original
// Sadly using the precise keyword causes "linking" errors on fragment shaders.
shader.AddLine("precise float tmp = " + src + ';');
shader.AddLine(dest + " = tmp;");
--shader.scope;
shader.AddLine('}');
} else {
shader.AddLine(dest + " = " + src + ';');
}
}
/// Build the GLSL register list.
@ -1511,24 +1523,8 @@ private:
op_b = GetOperandAbsNeg(op_b, false, instr.fmul.negate_b);
shader.AddLine('{');
++shader.scope;
// This avoids optimizations of constant propagation and keeps the code as the original
// Sadly using the precise keyword causes "linking" errors on fragment shaders.
if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
shader.AddLine("float tmp = " + op_a + " * " + op_b + ';');
} else {
shader.AddLine("precise float tmp = " + op_a + " * " + op_b + ';');
}
regs.SetRegisterToFloat(instr.gpr0, 0, "tmp", 1, 1,
instr.alu.saturate_d);
--shader.scope;
shader.AddLine('}');
regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " * " + op_b, 1, 1,
instr.alu.saturate_d, 0, true);
break;
}
case OpCode::Id::FADD_C:
@ -1537,24 +1533,8 @@ private:
op_a = GetOperandAbsNeg(op_a, instr.alu.abs_a, instr.alu.negate_a);
op_b = GetOperandAbsNeg(op_b, instr.alu.abs_b, instr.alu.negate_b);
shader.AddLine('{');
++shader.scope;
// This avoids optimizations of constant propagation and keeps the code as the original
// Sadly using the precise keyword causes "linking" errors on fragment shaders.
if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
shader.AddLine("float tmp = " + op_a + " + " + op_b + ';');
} else {
shader.AddLine("precise float tmp = " + op_a + " + " + op_b + ';');
}
regs.SetRegisterToFloat(instr.gpr0, 0, "tmp", 1, 1,
instr.alu.saturate_d);
--shader.scope;
shader.AddLine('}');
regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " + " + op_b, 1, 1,
instr.alu.saturate_d, 0, true);
break;
}
case OpCode::Id::MUFU: {
@ -1562,31 +1542,31 @@ private:
switch (instr.sub_op) {
case SubOp::Cos:
regs.SetRegisterToFloat(instr.gpr0, 0, "cos(" + op_a + ')', 1, 1,
instr.alu.saturate_d);
instr.alu.saturate_d, 0, true);
break;
case SubOp::Sin:
regs.SetRegisterToFloat(instr.gpr0, 0, "sin(" + op_a + ')', 1, 1,
instr.alu.saturate_d);
instr.alu.saturate_d, 0, true);
break;
case SubOp::Ex2:
regs.SetRegisterToFloat(instr.gpr0, 0, "exp2(" + op_a + ')', 1, 1,
instr.alu.saturate_d);
instr.alu.saturate_d, 0, true);
break;
case SubOp::Lg2:
regs.SetRegisterToFloat(instr.gpr0, 0, "log2(" + op_a + ')', 1, 1,
instr.alu.saturate_d);
instr.alu.saturate_d, 0, true);
break;
case SubOp::Rcp:
regs.SetRegisterToFloat(instr.gpr0, 0, "1.0 / " + op_a, 1, 1,
instr.alu.saturate_d);
instr.alu.saturate_d, 0, true);
break;
case SubOp::Rsq:
regs.SetRegisterToFloat(instr.gpr0, 0, "inversesqrt(" + op_a + ')', 1, 1,
instr.alu.saturate_d);
instr.alu.saturate_d, 0, true);
break;
case SubOp::Sqrt:
regs.SetRegisterToFloat(instr.gpr0, 0, "sqrt(" + op_a + ')', 1, 1,
instr.alu.saturate_d);
instr.alu.saturate_d, 0, true);
break;
default:
LOG_CRITICAL(HW_GPU, "Unhandled MUFU sub op: {0:x}",
@ -1607,7 +1587,7 @@ private:
regs.SetRegisterToFloat(instr.gpr0, 0,
'(' + condition + ") ? min(" + parameters + ") : max(" +
parameters + ')',
1, 1);
1, 1, false, 0, true);
break;
}
case OpCode::Id::RRO_C:
@ -1636,7 +1616,7 @@ private:
regs.SetRegisterToFloat(instr.gpr0, 0,
regs.GetRegisterAsFloat(instr.gpr8) + " * " +
GetImmediate32(instr),
1, 1, instr.fmul32.saturate);
1, 1, instr.fmul32.saturate, 0, true);
break;
}
case OpCode::Id::FADD32I: {
@ -1659,7 +1639,7 @@ private:
op_b = "-(" + op_b + ')';
}
regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " + " + op_b, 1, 1);
regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " + " + op_b, 1, 1, false, 0, true);
break;
}
}
@ -2121,23 +2101,9 @@ private:
}
}
shader.AddLine('{');
++shader.scope;
regs.SetRegisterToFloat(instr.gpr0, 0, "fma(" + op_a + ", " + op_b + ", " + op_c + ')',
1, 1, instr.alu.saturate_d, 0, true);
// This avoids optimizations of constant propagation and keeps the code as the original
// Sadly using the precise keyword causes "linking" errors on fragment shaders.
if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
shader.AddLine("float tmp = fma(" + op_a + ", " + op_b + ", " + op_c + ");");
} else {
shader.AddLine("precise float tmp = fma(" + op_a + ", " + op_b + ", " + op_c + ");");
}
regs.SetRegisterToFloat(instr.gpr0, 0, "tmp", 1, 1,
instr.alu.saturate_d);
--shader.scope;
shader.AddLine('}');
break;
}
case OpCode::Type::Hfma2: {

View file

@ -15,8 +15,7 @@ static constexpr u32 PROGRAM_OFFSET{10};
ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
std::string out = "#version 430 core\n";
out += "#extension GL_ARB_separate_shader_objects : enable\n";
out += "#extension GL_ARB_gpu_shader5 : enable\n\n";
out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
out += Decompiler::GetCommonDeclarations();
out += R"(
@ -84,8 +83,7 @@ void main() {
ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
std::string out = "#version 430 core\n";
out += "#extension GL_ARB_separate_shader_objects : enable\n";
out += "#extension GL_ARB_gpu_shader5 : enable\n\n";
out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
out += Decompiler::GetCommonDeclarations();
out += "bool exec_geometry();\n";
@ -119,8 +117,7 @@ void main() {
ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
std::string out = "#version 430 core\n";
out += "#extension GL_ARB_separate_shader_objects : enable\n";
out += "#extension GL_ARB_gpu_shader5 : enable\n\n";
out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
out += Decompiler::GetCommonDeclarations();
out += "bool exec_fragment();\n";