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Merge pull request #7522 from ameerj/shader-recompiler-filenames

shader_recompiler/backend: Minor organization and refactoring to reduce compile time overhead
pull/15/merge
Mai M 4 years ago
committed by GitHub
parent
commit
edbde7a220
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
  1. 12
      src/shader_recompiler/CMakeLists.txt
  2. 2
      src/shader_recompiler/backend/glasm/emit_glasm.cpp
  3. 22
      src/shader_recompiler/backend/glasm/emit_glasm_barriers.cpp
  4. 2
      src/shader_recompiler/backend/glasm/emit_glasm_bitwise_conversion.cpp
  5. 2
      src/shader_recompiler/backend/glasm/emit_glasm_composite.cpp
  6. 31
      src/shader_recompiler/backend/glasm/emit_glasm_context_get_set.cpp
  7. 18
      src/shader_recompiler/backend/glasm/emit_glasm_control_flow.cpp
  8. 2
      src/shader_recompiler/backend/glasm/emit_glasm_convert.cpp
  9. 2
      src/shader_recompiler/backend/glasm/emit_glasm_floating_point.cpp
  10. 2
      src/shader_recompiler/backend/glasm/emit_glasm_image.cpp
  11. 2
      src/shader_recompiler/backend/glasm/emit_glasm_integer.cpp
  12. 26
      src/shader_recompiler/backend/glasm/emit_glasm_logical.cpp
  13. 2
      src/shader_recompiler/backend/glasm/emit_glasm_memory.cpp
  14. 171
      src/shader_recompiler/backend/glasm/emit_glasm_not_implemented.cpp
  15. 2
      src/shader_recompiler/backend/glasm/emit_glasm_select.cpp
  16. 2
      src/shader_recompiler/backend/glasm/emit_glasm_shared_memory.cpp
  17. 95
      src/shader_recompiler/backend/glasm/emit_glasm_special.cpp
  18. 30
      src/shader_recompiler/backend/glasm/emit_glasm_undefined.cpp
  19. 2
      src/shader_recompiler/backend/glasm/emit_glasm_warp.cpp
  20. 2
      src/shader_recompiler/backend/glasm/glasm_emit_context.cpp
  21. 0
      src/shader_recompiler/backend/glasm/glasm_emit_context.h
  22. 2
      src/shader_recompiler/backend/glasm/reg_alloc.cpp
  23. 2
      src/shader_recompiler/backend/glsl/emit_glsl.cpp
  24. 2
      src/shader_recompiler/backend/glsl/emit_glsl_atomic.cpp
  25. 2
      src/shader_recompiler/backend/glsl/emit_glsl_barriers.cpp
  26. 2
      src/shader_recompiler/backend/glsl/emit_glsl_bitwise_conversion.cpp
  27. 2
      src/shader_recompiler/backend/glsl/emit_glsl_composite.cpp
  28. 2
      src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp
  29. 2
      src/shader_recompiler/backend/glsl/emit_glsl_control_flow.cpp
  30. 2
      src/shader_recompiler/backend/glsl/emit_glsl_convert.cpp
  31. 2
      src/shader_recompiler/backend/glsl/emit_glsl_floating_point.cpp
  32. 2
      src/shader_recompiler/backend/glsl/emit_glsl_image.cpp
  33. 2
      src/shader_recompiler/backend/glsl/emit_glsl_integer.cpp
  34. 2
      src/shader_recompiler/backend/glsl/emit_glsl_logical.cpp
  35. 2
      src/shader_recompiler/backend/glsl/emit_glsl_memory.cpp
  36. 2
      src/shader_recompiler/backend/glsl/emit_glsl_not_implemented.cpp
  37. 2
      src/shader_recompiler/backend/glsl/emit_glsl_select.cpp
  38. 2
      src/shader_recompiler/backend/glsl/emit_glsl_shared_memory.cpp
  39. 2
      src/shader_recompiler/backend/glsl/emit_glsl_special.cpp
  40. 2
      src/shader_recompiler/backend/glsl/emit_glsl_undefined.cpp
  41. 2
      src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp
  42. 2
      src/shader_recompiler/backend/glsl/glsl_emit_context.cpp
  43. 0
      src/shader_recompiler/backend/glsl/glsl_emit_context.h
  44. 1
      src/shader_recompiler/backend/spirv/emit_spirv.cpp
  45. 4
      src/shader_recompiler/backend/spirv/emit_spirv.h
  46. 1
      src/shader_recompiler/backend/spirv/emit_spirv_atomic.cpp
  47. 1
      src/shader_recompiler/backend/spirv/emit_spirv_barriers.cpp
  48. 1
      src/shader_recompiler/backend/spirv/emit_spirv_bitwise_conversion.cpp
  49. 1
      src/shader_recompiler/backend/spirv/emit_spirv_composite.cpp
  50. 1
      src/shader_recompiler/backend/spirv/emit_spirv_context_get_set.cpp
  51. 1
      src/shader_recompiler/backend/spirv/emit_spirv_control_flow.cpp
  52. 1
      src/shader_recompiler/backend/spirv/emit_spirv_convert.cpp
  53. 1
      src/shader_recompiler/backend/spirv/emit_spirv_floating_point.cpp
  54. 1
      src/shader_recompiler/backend/spirv/emit_spirv_image.cpp
  55. 1
      src/shader_recompiler/backend/spirv/emit_spirv_image_atomic.cpp
  56. 1
      src/shader_recompiler/backend/spirv/emit_spirv_integer.cpp
  57. 1
      src/shader_recompiler/backend/spirv/emit_spirv_logical.cpp
  58. 1
      src/shader_recompiler/backend/spirv/emit_spirv_memory.cpp
  59. 1
      src/shader_recompiler/backend/spirv/emit_spirv_select.cpp
  60. 1
      src/shader_recompiler/backend/spirv/emit_spirv_shared_memory.cpp
  61. 1
      src/shader_recompiler/backend/spirv/emit_spirv_special.cpp
  62. 1
      src/shader_recompiler/backend/spirv/emit_spirv_undefined.cpp
  63. 1
      src/shader_recompiler/backend/spirv/emit_spirv_warp.cpp
  64. 2
      src/shader_recompiler/backend/spirv/spirv_emit_context.cpp
  65. 0
      src/shader_recompiler/backend/spirv/spirv_emit_context.h

12
src/shader_recompiler/CMakeLists.txt

@ -1,7 +1,5 @@
add_library(shader_recompiler STATIC
backend/bindings.h
backend/glasm/emit_context.cpp
backend/glasm/emit_context.h
backend/glasm/emit_glasm.cpp
backend/glasm/emit_glasm.h
backend/glasm/emit_glasm_barriers.cpp
@ -22,10 +20,10 @@ add_library(shader_recompiler STATIC
backend/glasm/emit_glasm_special.cpp
backend/glasm/emit_glasm_undefined.cpp
backend/glasm/emit_glasm_warp.cpp
backend/glasm/glasm_emit_context.cpp
backend/glasm/glasm_emit_context.h
backend/glasm/reg_alloc.cpp
backend/glasm/reg_alloc.h
backend/glsl/emit_context.cpp
backend/glsl/emit_context.h
backend/glsl/emit_glsl.cpp
backend/glsl/emit_glsl.h
backend/glsl/emit_glsl_atomic.cpp
@ -47,10 +45,10 @@ add_library(shader_recompiler STATIC
backend/glsl/emit_glsl_special.cpp
backend/glsl/emit_glsl_undefined.cpp
backend/glsl/emit_glsl_warp.cpp
backend/glsl/glsl_emit_context.cpp
backend/glsl/glsl_emit_context.h
backend/glsl/var_alloc.cpp
backend/glsl/var_alloc.h
backend/spirv/emit_context.cpp
backend/spirv/emit_context.h
backend/spirv/emit_spirv.cpp
backend/spirv/emit_spirv.h
backend/spirv/emit_spirv_atomic.cpp
@ -72,6 +70,8 @@ add_library(shader_recompiler STATIC
backend/spirv/emit_spirv_special.cpp
backend/spirv/emit_spirv_undefined.cpp
backend/spirv/emit_spirv_warp.cpp
backend/spirv/spirv_emit_context.cpp
backend/spirv/spirv_emit_context.h
environment.h
exception.h
frontend/ir/abstract_syntax_list.h

2
src/shader_recompiler/backend/glasm/emit_glasm.cpp

@ -9,9 +9,9 @@
#include "common/div_ceil.h"
#include "common/settings.h"
#include "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/ir_emitter.h"
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/profile.h"

22
src/shader_recompiler/backend/glasm/emit_glasm_barriers.cpp

@ -0,0 +1,22 @@
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
namespace Shader::Backend::GLASM {
void EmitBarrier(EmitContext& ctx) {
ctx.Add("BAR;");
}
void EmitWorkgroupMemoryBarrier(EmitContext& ctx) {
ctx.Add("MEMBAR.CTA;");
}
void EmitDeviceMemoryBarrier(EmitContext& ctx) {
ctx.Add("MEMBAR;");
}
} // namespace Shader::Backend::GLASM

2
src/shader_recompiler/backend/glasm/emit_glasm_bitwise_conversion.cpp

@ -2,8 +2,8 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM {

2
src/shader_recompiler/backend/glasm/emit_glasm_composite.cpp

@ -2,8 +2,8 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM {

31
src/shader_recompiler/backend/glasm/emit_glasm_context_get_set.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
#include "shader_recompiler/shader_info.h"
@ -335,6 +335,35 @@ void EmitSetFragDepth(EmitContext& ctx, ScalarF32 value) {
ctx.Add("MOV.F result.depth.z,{};", value);
}
void EmitWorkgroupId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {},invocation.groupid;", inst);
}
void EmitLocalInvocationId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {},invocation.localid;", inst);
}
void EmitInvocationId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,primitive_invocation.x;", inst);
}
void EmitSampleId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,fragment.sampleid.x;", inst);
}
void EmitIsHelperInvocation(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,fragment.helperthread.x;", inst);
}
void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
ctx.uses_y_direction = true;
ctx.Add("MOV.F {}.x,y_direction[0].w;", inst);
}
void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.F {}.x,scaling[0].z;", inst);
}
void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, ScalarU32 word_offset) {
ctx.Add("MOV.U {},lmem[{}].x;", inst, word_offset);
}

18
src/shader_recompiler/backend/glasm/emit_glasm_control_flow.cpp

@ -0,0 +1,18 @@
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
namespace Shader::Backend::GLASM {
void EmitJoin(EmitContext&) {
throw NotImplementedException("Join shouldn't be emitted");
}
void EmitDemoteToHelperInvocation(EmitContext& ctx) {
ctx.Add("KIL TR.x;");
}
} // namespace Shader::Backend::GLASM

2
src/shader_recompiler/backend/glasm/emit_glasm_convert.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h"

2
src/shader_recompiler/backend/glasm/emit_glasm_floating_point.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h"

2
src/shader_recompiler/backend/glasm/emit_glasm_image.cpp

@ -4,8 +4,8 @@
#include <utility>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h"

2
src/shader_recompiler/backend/glasm/emit_glasm_integer.cpp

@ -2,8 +2,8 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM {

26
src/shader_recompiler/backend/glasm/emit_glasm_logical.cpp

@ -0,0 +1,26 @@
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
namespace Shader::Backend::GLASM {
void EmitLogicalOr(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
ctx.Add("OR.S {},{},{};", inst, a, b);
}
void EmitLogicalAnd(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
ctx.Add("AND.S {},{},{};", inst, a, b);
}
void EmitLogicalXor(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
ctx.Add("XOR.S {},{},{};", inst, a, b);
}
void EmitLogicalNot(EmitContext& ctx, IR::Inst& inst, ScalarS32 value) {
ctx.Add("SEQ.S {},{},0;", inst, value);
}
} // namespace Shader::Backend::GLASM

2
src/shader_recompiler/backend/glasm/emit_glasm_memory.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/runtime_info.h"

171
src/shader_recompiler/backend/glasm/emit_glasm_not_implemented.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/frontend/ir/value.h"
@ -17,110 +17,6 @@ namespace Shader::Backend::GLASM {
#define NotImplemented() throw NotImplementedException("GLASM instruction {}", __LINE__)
static void DefinePhi(EmitContext& ctx, IR::Inst& phi) {
switch (phi.Type()) {
case IR::Type::U1:
case IR::Type::U32:
case IR::Type::F32:
ctx.reg_alloc.Define(phi);
break;
case IR::Type::U64:
case IR::Type::F64:
ctx.reg_alloc.LongDefine(phi);
break;
default:
throw NotImplementedException("Phi node type {}", phi.Type());
}
}
void EmitPhi(EmitContext& ctx, IR::Inst& phi) {
const size_t num_args{phi.NumArgs()};
for (size_t i = 0; i < num_args; ++i) {
ctx.reg_alloc.Consume(phi.Arg(i));
}
if (!phi.Definition<Id>().is_valid) {
// The phi node wasn't forward defined
DefinePhi(ctx, phi);
}
}
void EmitVoid(EmitContext&) {}
void EmitReference(EmitContext& ctx, const IR::Value& value) {
ctx.reg_alloc.Consume(value);
}
void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value& value) {
IR::Inst& phi{RegAlloc::AliasInst(*phi_value.Inst())};
if (!phi.Definition<Id>().is_valid) {
// The phi node wasn't forward defined
DefinePhi(ctx, phi);
}
const Register phi_reg{ctx.reg_alloc.Consume(IR::Value{&phi})};
const Value eval_value{ctx.reg_alloc.Consume(value)};
if (phi_reg == eval_value) {
return;
}
switch (phi.Flags<IR::Type>()) {
case IR::Type::U1:
case IR::Type::U32:
case IR::Type::F32:
ctx.Add("MOV.S {}.x,{};", phi_reg, ScalarS32{eval_value});
break;
case IR::Type::U64:
case IR::Type::F64:
ctx.Add("MOV.U64 {}.x,{};", phi_reg, ScalarRegister{eval_value});
break;
default:
throw NotImplementedException("Phi node type {}", phi.Type());
}
}
void EmitJoin(EmitContext& ctx) {
NotImplemented();
}
void EmitDemoteToHelperInvocation(EmitContext& ctx) {
ctx.Add("KIL TR.x;");
}
void EmitBarrier(EmitContext& ctx) {
ctx.Add("BAR;");
}
void EmitWorkgroupMemoryBarrier(EmitContext& ctx) {
ctx.Add("MEMBAR.CTA;");
}
void EmitDeviceMemoryBarrier(EmitContext& ctx) {
ctx.Add("MEMBAR;");
}
void EmitPrologue(EmitContext& ctx) {
// TODO
}
void EmitEpilogue(EmitContext& ctx) {
// TODO
}
void EmitEmitVertex(EmitContext& ctx, ScalarS32 stream) {
if (stream.type == Type::U32 && stream.imm_u32 == 0) {
ctx.Add("EMIT;");
} else {
ctx.Add("EMITS {};", stream);
}
}
void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) {
if (!stream.IsImmediate()) {
LOG_WARNING(Shader_GLASM, "Stream is not immediate");
}
ctx.reg_alloc.Consume(stream);
ctx.Add("ENDPRIM;");
}
void EmitGetRegister(EmitContext& ctx) {
NotImplemented();
}
@ -185,55 +81,6 @@ void EmitSetOFlag(EmitContext& ctx) {
NotImplemented();
}
void EmitWorkgroupId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {},invocation.groupid;", inst);
}
void EmitLocalInvocationId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {},invocation.localid;", inst);
}
void EmitInvocationId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,primitive_invocation.x;", inst);
}
void EmitSampleId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,fragment.sampleid.x;", inst);
}
void EmitIsHelperInvocation(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,fragment.helperthread.x;", inst);
}
void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
ctx.uses_y_direction = true;
ctx.Add("MOV.F {}.x,y_direction[0].w;", inst);
}
void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.F {}.x,scaling[0].z;", inst);
}
void EmitUndefU1(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU8(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU16(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU32(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU64(EmitContext& ctx, IR::Inst& inst) {
ctx.LongAdd("MOV.S64 {}.x,0;", inst);
}
void EmitGetZeroFromOp(EmitContext& ctx) {
NotImplemented();
}
@ -258,20 +105,4 @@ void EmitGetInBoundsFromOp(EmitContext& ctx) {
NotImplemented();
}
void EmitLogicalOr(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
ctx.Add("OR.S {},{},{};", inst, a, b);
}
void EmitLogicalAnd(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
ctx.Add("AND.S {},{},{};", inst, a, b);
}
void EmitLogicalXor(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
ctx.Add("XOR.S {},{},{};", inst, a, b);
}
void EmitLogicalNot(EmitContext& ctx, IR::Inst& inst, ScalarS32 value) {
ctx.Add("SEQ.S {},{},0;", inst, value);
}
} // namespace Shader::Backend::GLASM

2
src/shader_recompiler/backend/glasm/emit_glasm_select.cpp

@ -3,8 +3,8 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM {

2
src/shader_recompiler/backend/glasm/emit_glasm_shared_memory.cpp

@ -3,8 +3,8 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM {

95
src/shader_recompiler/backend/glasm/emit_glasm_special.cpp

@ -0,0 +1,95 @@
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM {
static void DefinePhi(EmitContext& ctx, IR::Inst& phi) {
switch (phi.Type()) {
case IR::Type::U1:
case IR::Type::U32:
case IR::Type::F32:
ctx.reg_alloc.Define(phi);
break;
case IR::Type::U64:
case IR::Type::F64:
ctx.reg_alloc.LongDefine(phi);
break;
default:
throw NotImplementedException("Phi node type {}", phi.Type());
}
}
void EmitPhi(EmitContext& ctx, IR::Inst& phi) {
const size_t num_args{phi.NumArgs()};
for (size_t i = 0; i < num_args; ++i) {
ctx.reg_alloc.Consume(phi.Arg(i));
}
if (!phi.Definition<Id>().is_valid) {
// The phi node wasn't forward defined
DefinePhi(ctx, phi);
}
}
void EmitVoid(EmitContext&) {}
void EmitReference(EmitContext& ctx, const IR::Value& value) {
ctx.reg_alloc.Consume(value);
}
void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value& value) {
IR::Inst& phi{RegAlloc::AliasInst(*phi_value.Inst())};
if (!phi.Definition<Id>().is_valid) {
// The phi node wasn't forward defined
DefinePhi(ctx, phi);
}
const Register phi_reg{ctx.reg_alloc.Consume(IR::Value{&phi})};
const Value eval_value{ctx.reg_alloc.Consume(value)};
if (phi_reg == eval_value) {
return;
}
switch (phi.Flags<IR::Type>()) {
case IR::Type::U1:
case IR::Type::U32:
case IR::Type::F32:
ctx.Add("MOV.S {}.x,{};", phi_reg, ScalarS32{eval_value});
break;
case IR::Type::U64:
case IR::Type::F64:
ctx.Add("MOV.U64 {}.x,{};", phi_reg, ScalarRegister{eval_value});
break;
default:
throw NotImplementedException("Phi node type {}", phi.Type());
}
}
void EmitPrologue(EmitContext&) {
// TODO
}
void EmitEpilogue(EmitContext&) {
// TODO
}
void EmitEmitVertex(EmitContext& ctx, ScalarS32 stream) {
if (stream.type == Type::U32 && stream.imm_u32 == 0) {
ctx.Add("EMIT;");
} else {
ctx.Add("EMITS {};", stream);
}
}
void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) {
if (!stream.IsImmediate()) {
LOG_WARNING(Shader_GLASM, "Stream is not immediate");
}
ctx.reg_alloc.Consume(stream);
ctx.Add("ENDPRIM;");
}
} // namespace Shader::Backend::GLASM

30
src/shader_recompiler/backend/glasm/emit_glasm_undefined.cpp

@ -0,0 +1,30 @@
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
namespace Shader::Backend::GLASM {
void EmitUndefU1(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU8(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU16(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU32(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU64(EmitContext& ctx, IR::Inst& inst) {
ctx.LongAdd("MOV.S64 {}.x,0;", inst);
}
} // namespace Shader::Backend::GLASM

2
src/shader_recompiler/backend/glasm/emit_glasm_warp.cpp

@ -2,8 +2,8 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"

2
src/shader_recompiler/backend/glasm/emit_context.cpp → src/shader_recompiler/backend/glasm/glasm_emit_context.cpp

@ -5,8 +5,8 @@
#include <string_view>
#include "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/profile.h"
#include "shader_recompiler/runtime_info.h"

0
src/shader_recompiler/backend/glasm/emit_context.h → src/shader_recompiler/backend/glasm/glasm_emit_context.h

2
src/shader_recompiler/backend/glasm/reg_alloc.cpp

@ -6,7 +6,7 @@
#include <fmt/format.h>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/backend/glasm/reg_alloc.h"
#include "shader_recompiler/exception.h"
#include "shader_recompiler/frontend/ir/value.h"

2
src/shader_recompiler/backend/glsl/emit_glsl.cpp

@ -9,9 +9,9 @@
#include "common/div_ceil.h"
#include "common/settings.h"
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/ir_emitter.h"
namespace Shader::Backend::GLSL {

2
src/shader_recompiler/backend/glsl/emit_glsl_atomic.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

2
src/shader_recompiler/backend/glsl/emit_glsl_barriers.cpp

@ -2,8 +2,8 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

2
src/shader_recompiler/backend/glsl/emit_glsl_bitwise_conversion.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

2
src/shader_recompiler/backend/glsl/emit_glsl_composite.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

2
src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
#include "shader_recompiler/runtime_info.h"

2
src/shader_recompiler/backend/glsl/emit_glsl_control_flow.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/exception.h"
namespace Shader::Backend::GLSL {

2
src/shader_recompiler/backend/glsl/emit_glsl_convert.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

2
src/shader_recompiler/backend/glsl/emit_glsl_floating_point.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h"

2
src/shader_recompiler/backend/glsl/emit_glsl_image.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"

2
src/shader_recompiler/backend/glsl/emit_glsl_integer.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

2
src/shader_recompiler/backend/glsl/emit_glsl_logical.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

2
src/shader_recompiler/backend/glsl/emit_glsl_memory.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"

2
src/shader_recompiler/backend/glsl/emit_glsl_not_implemented.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
#ifdef _MSC_VER

2
src/shader_recompiler/backend/glsl/emit_glsl_select.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

2
src/shader_recompiler/backend/glsl/emit_glsl_shared_memory.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

2
src/shader_recompiler/backend/glsl/emit_glsl_special.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"

2
src/shader_recompiler/backend/glsl/emit_glsl_undefined.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
namespace Shader::Backend::GLSL {

2
src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp

@ -4,8 +4,8 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"

2
src/shader_recompiler/backend/glsl/emit_context.cpp → src/shader_recompiler/backend/glsl/glsl_emit_context.cpp

@ -3,7 +3,7 @@
// Refer to the license.txt file included.
#include "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/profile.h"
#include "shader_recompiler/runtime_info.h"

0
src/shader_recompiler/backend/glsl/emit_context.h → src/shader_recompiler/backend/glsl/glsl_emit_context.h

1
src/shader_recompiler/backend/spirv/emit_spirv.cpp

@ -11,6 +11,7 @@
#include "common/settings.h"
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
#include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/ir/program.h"

4
src/shader_recompiler/backend/spirv/emit_spirv.h

@ -6,13 +6,11 @@
#include <vector>
#include <sirit/sirit.h>
#include "common/common_types.h"
#include "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/backend/spirv/emit_context.h"
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/profile.h"
#include "shader_recompiler/runtime_info.h"
namespace Shader::Backend::SPIRV {

1
src/shader_recompiler/backend/spirv/emit_spirv_atomic.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV {
namespace {

1
src/shader_recompiler/backend/spirv/emit_spirv_barriers.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
namespace Shader::Backend::SPIRV {

1
src/shader_recompiler/backend/spirv/emit_spirv_bitwise_conversion.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV {

1
src/shader_recompiler/backend/spirv/emit_spirv_composite.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
namespace Shader::Backend::SPIRV {

1
src/shader_recompiler/backend/spirv/emit_spirv_context_get_set.cpp

@ -7,6 +7,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV {
namespace {

1
src/shader_recompiler/backend/spirv/emit_spirv_control_flow.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV {

1
src/shader_recompiler/backend/spirv/emit_spirv_convert.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV {
namespace {

1
src/shader_recompiler/backend/spirv/emit_spirv_floating_point.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
namespace Shader::Backend::SPIRV {

1
src/shader_recompiler/backend/spirv/emit_spirv_image.cpp

@ -6,6 +6,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
namespace Shader::Backend::SPIRV {

1
src/shader_recompiler/backend/spirv/emit_spirv_image_atomic.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
namespace Shader::Backend::SPIRV {

1
src/shader_recompiler/backend/spirv/emit_spirv_integer.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV {
namespace {

1
src/shader_recompiler/backend/spirv/emit_spirv_logical.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV {

1
src/shader_recompiler/backend/spirv/emit_spirv_memory.cpp

@ -6,6 +6,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV {
namespace {

1
src/shader_recompiler/backend/spirv/emit_spirv_select.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV {

1
src/shader_recompiler/backend/spirv/emit_spirv_shared_memory.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV {
namespace {

1
src/shader_recompiler/backend/spirv/emit_spirv_special.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV {
namespace {

1
src/shader_recompiler/backend/spirv/emit_spirv_undefined.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV {

1
src/shader_recompiler/backend/spirv/emit_spirv_warp.cpp

@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV {
namespace {

2
src/shader_recompiler/backend/spirv/emit_context.cpp → src/shader_recompiler/backend/spirv/spirv_emit_context.cpp

@ -13,8 +13,8 @@
#include "common/common_types.h"
#include "common/div_ceil.h"
#include "shader_recompiler/backend/spirv/emit_context.h"
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV {
namespace {

0
src/shader_recompiler/backend/spirv/emit_context.h → src/shader_recompiler/backend/spirv/spirv_emit_context.h

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