// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/frontend/ir/value.h" namespace Shader::Backend::GLSL { namespace { void SetInBoundsFlag(EmitContext& ctx, IR::Inst& inst) { IR::Inst* const in_bounds{inst.GetAssociatedPseudoOperation(IR::Opcode::GetInBoundsFromOp)}; if (!in_bounds) { return; } ctx.AddU1("{}=shfl_in_bounds;", *in_bounds); in_bounds->Invalidate(); } std::string ComputeMinThreadId(std::string_view thread_id, std::string_view segmentation_mask) { return fmt::format("({}&{})", thread_id, segmentation_mask); } std::string ComputeMaxThreadId(std::string_view min_thread_id, std::string_view clamp, std::string_view not_seg_mask) { return fmt::format("({})|({}&{})", min_thread_id, clamp, not_seg_mask); } std::string GetMaxThreadId(std::string_view thread_id, std::string_view clamp, std::string_view segmentation_mask) { const auto not_seg_mask{fmt::format("(~{})", segmentation_mask)}; const auto min_thread_id{ComputeMinThreadId(thread_id, segmentation_mask)}; return ComputeMaxThreadId(min_thread_id, clamp, not_seg_mask); } } // namespace void EmitShuffleIndex(EmitContext& ctx, IR::Inst& inst, std::string_view value, std::string_view index, std::string_view clamp, std::string_view segmentation_mask) { const auto not_seg_mask{fmt::format("(~{})", segmentation_mask)}; const auto thread_id{"gl_SubGroupInvocationARB"}; const auto min_thread_id{ComputeMinThreadId(thread_id, segmentation_mask)}; const auto max_thread_id{ComputeMaxThreadId(min_thread_id, clamp, not_seg_mask)}; const auto lhs{fmt::format("({}&{})", index, not_seg_mask)}; const auto src_thread_id{fmt::format("({})|({})", lhs, min_thread_id)}; ctx.Add("shfl_in_bounds=int({})<=int({});", src_thread_id, max_thread_id); SetInBoundsFlag(ctx, inst); ctx.AddU32("{}=shfl_in_bounds?{}:{};", inst, value, src_thread_id); } void EmitShuffleUp(EmitContext& ctx, IR::Inst& inst, std::string_view value, std::string_view index, std::string_view clamp, std::string_view segmentation_mask) { const auto thread_id{"gl_SubGroupInvocationARB"}; const auto max_thread_id{GetMaxThreadId(thread_id, clamp, segmentation_mask)}; const auto src_thread_id{fmt::format("({}-{})", thread_id, index)}; ctx.Add("shfl_in_bounds=int({})>=int({});", src_thread_id, max_thread_id); SetInBoundsFlag(ctx, inst); ctx.AddU32("{}=shfl_in_bounds?{}:{};", inst, value, src_thread_id); } void EmitShuffleDown(EmitContext& ctx, IR::Inst& inst, std::string_view value, std::string_view index, std::string_view clamp, std::string_view segmentation_mask) { const auto thread_id{"gl_SubGroupInvocationARB"}; const auto max_thread_id{GetMaxThreadId(thread_id, clamp, segmentation_mask)}; const auto src_thread_id{fmt::format("({}+{})", thread_id, index)}; ctx.Add("shfl_in_bounds=int({})<=int({});", src_thread_id, max_thread_id); SetInBoundsFlag(ctx, inst); ctx.AddU32("{}=shfl_in_bounds?{}:{};", inst, value, src_thread_id); } void EmitShuffleButterfly(EmitContext& ctx, IR::Inst& inst, std::string_view value, std::string_view index, std::string_view clamp, std::string_view segmentation_mask) { const auto thread_id{"gl_SubGroupInvocationARB"}; const auto max_thread_id{GetMaxThreadId(thread_id, clamp, segmentation_mask)}; const auto src_thread_id{fmt::format("({}^{})", thread_id, index)}; ctx.Add("shfl_in_bounds=int({})<=int({});", src_thread_id, max_thread_id); SetInBoundsFlag(ctx, inst); ctx.AddU32("{}=shfl_in_bounds?{}:{};", inst, value, src_thread_id); } void EmitFSwizzleAdd([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst, [[maybe_unused]] std::string_view op_a, [[maybe_unused]] std::string_view op_b, [[maybe_unused]] std::string_view swizzle) { throw NotImplementedException("GLSL Instruction"); } void EmitDPdxFine(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) { ctx.AddF32("{}=dFdxFine({});", inst, op_a); } void EmitDPdyFine(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) { ctx.AddF32("{}=dFdyFine({});", inst, op_a); } void EmitDPdxCoarse(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) { ctx.AddF32("{}=dFdxCoarse({});", inst, op_a); } void EmitDPdyCoarse(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) { ctx.AddF32("{}=dFdyCoarse({});", inst, op_a); } } // namespace Shader::Backend::GLSL