Implement Shader Instructions SUATOM and SURED (#2090)
* Initial Implementation * Further improvements (no support for float/64-bit types) * Merge atomic and reduce instructions, add missing format switch * Fix rebase issues. * Not used. * Whoops. Fixed. * Partial implementation of inc/dec, cleanup and TODOs * Remove testing path * Address Feedback
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16 changed files with 510 additions and 18 deletions
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Ryujinx.Graphics.Shader/Decoders/OpCodeSuatom.cs
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Ryujinx.Graphics.Shader/Decoders/OpCodeSuatom.cs
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using Ryujinx.Graphics.Shader.Instructions;
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namespace Ryujinx.Graphics.Shader.Decoders
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{
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class OpCodeSuatom : OpCodeTextureBase
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{
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public Register Rd { get; }
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public Register Ra { get; }
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public Register Rb { get; }
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public Register Rc { get; }
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public ReductionType Type { get; }
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public AtomicOp AtomicOp { get; }
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public ImageDimensions Dimensions { get; }
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public ClampMode ClampMode { get; }
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public bool ByteAddress { get; }
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public bool UseType { get; }
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public bool IsBindless { get; }
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public bool CompareAndSwap { get; }
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public new static OpCode Create(InstEmitter emitter, ulong address, long opCode) => new OpCodeSuatom(emitter, address, opCode);
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public OpCodeSuatom(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
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{
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Rd = new Register(opCode.Extract(0, 8), RegisterType.Gpr);
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Ra = new Register(opCode.Extract(8, 8), RegisterType.Gpr);
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Rb = new Register(opCode.Extract(20, 8), RegisterType.Gpr);
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Rc = new Register(opCode.Extract(39, 8), RegisterType.Gpr);
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bool supportsBindless = opCode.Extract(54);
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Type = (ReductionType)opCode.Extract(supportsBindless ? 36 : 51, 3);
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ByteAddress = opCode.Extract(28);
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AtomicOp = (AtomicOp)opCode.Extract(29, 4); // Only useful if CAS is not true.
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Dimensions = (ImageDimensions)opCode.Extract(33, 3);
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ClampMode = (ClampMode)opCode.Extract(49, 2);
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IsBindless = supportsBindless && !opCode.Extract(51);
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UseType = !supportsBindless || opCode.Extract(52);
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CompareAndSwap = opCode.Extract(55);
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}
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}
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}
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