Implement IMUL, PCNT and CONT shader instructions, fix FFMA32I and HFMA32I (#2972)

* Implement IMUL shader instruction

* Implement PCNT/CONT instruction and fix FFMA32I

* Add HFMA232I to the table

* Shader cache version bump

* No Rc on Ffma32i
This commit is contained in:
gdkchan 2022-01-10 12:08:00 -03:00 committed by GitHub
parent 952c6e4d45
commit 7f6b3d234a
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9 changed files with 108 additions and 68 deletions

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@ -138,6 +138,46 @@ namespace Ryujinx.Graphics.Shader.Instructions
EmitImad(context, srcA, srcB, srcC, op.Dest, op.AvgMode, op.ASigned, op.BSigned, op.Hilo);
}
public static void ImulR(EmitterContext context)
{
InstImulR op = context.GetOp<InstImulR>();
var srcA = GetSrcReg(context, op.SrcA);
var srcB = GetSrcReg(context, op.SrcB);
EmitImad(context, srcA, srcB, Const(0), op.Dest, AvgMode.NoNeg, op.ASigned, op.BSigned, op.Hilo);
}
public static void ImulI(EmitterContext context)
{
InstImulI op = context.GetOp<InstImulI>();
var srcA = GetSrcReg(context, op.SrcA);
var srcB = GetSrcImm(context, Imm20ToSInt(op.Imm20));
EmitImad(context, srcA, srcB, Const(0), op.Dest, AvgMode.NoNeg, op.ASigned, op.BSigned, op.Hilo);
}
public static void ImulC(EmitterContext context)
{
InstImulC op = context.GetOp<InstImulC>();
var srcA = GetSrcReg(context, op.SrcA);
var srcB = GetSrcCbuf(context, op.CbufSlot, op.CbufOffset);
EmitImad(context, srcA, srcB, Const(0), op.Dest, AvgMode.NoNeg, op.ASigned, op.BSigned, op.Hilo);
}
public static void Imul32i(EmitterContext context)
{
InstImul32i op = context.GetOp<InstImul32i>();
var srcA = GetSrcReg(context, op.SrcA);
var srcB = GetSrcImm(context, op.Imm32);
EmitImad(context, srcA, srcB, Const(0), op.Dest, AvgMode.NoNeg, op.ASigned, op.BSigned, op.Hilo);
}
public static void IscaddR(EmitterContext context)
{
InstIscaddR op = context.GetOp<InstIscaddR>();
@ -366,7 +406,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
// TODO: CC, X, corner cases.
}
public static void EmitImad(
private static void EmitImad(
EmitterContext context,
Operand srcA,
Operand srcB,
@ -407,7 +447,10 @@ namespace Ryujinx.Graphics.Shader.Instructions
res = context.IMultiply(srcA, srcB);
}
res = context.IAdd(res, srcC);
if (srcC.Type != OperandType.Constant || srcC.Value != 0)
{
res = context.IAdd(res, srcC);
}
// TODO: CC, X, SAT, and more?