Some small sync primitive fixes, logging fixes, started to implement the 2D engine on the GPU, fixed DrawArrays, implemented a few more shader instructions, made a start on nvdrv refactor, etc...

This commit is contained in:
gdkchan 2018-04-25 23:11:26 -03:00
parent 211f7f69db
commit a38a72b062
27 changed files with 816 additions and 199 deletions

View file

@ -66,6 +66,21 @@ namespace Ryujinx.Graphics.Gal.Shader
EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fmul);
}
public static void Fset_C(ShaderIrBlock Block, long OpCode)
{
EmitFset(Block, OpCode, ShaderOper.CR);
}
public static void Fset_I(ShaderIrBlock Block, long OpCode)
{
EmitFset(Block, OpCode, ShaderOper.Immf);
}
public static void Fset_R(ShaderIrBlock Block, long OpCode)
{
EmitFset(Block, OpCode, ShaderOper.RR);
}
public static void Fsetp_C(ShaderIrBlock Block, long OpCode)
{
EmitFsetp(Block, OpCode, ShaderOper.CR);
@ -279,6 +294,78 @@ namespace Ryujinx.Graphics.Gal.Shader
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
private static void EmitFset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
EmitSet(Block, OpCode, true, Oper);
}
private static void EmitIset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
EmitSet(Block, OpCode, false, Oper);
}
private static void EmitSet(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
{
bool Na = ((OpCode >> 43) & 1) != 0;
bool Ab = ((OpCode >> 44) & 1) != 0;
bool Nb = ((OpCode >> 53) & 1) != 0;
bool Aa = ((OpCode >> 54) & 1) != 0;
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
switch (Oper)
{
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
ShaderIrInst CmpInst;
if (IsFloat)
{
OperA = GetAluAbsNeg(OperA, Aa, Na);
OperB = GetAluAbsNeg(OperB, Ab, Nb);
CmpInst = GetCmpF(OpCode);
}
else
{
CmpInst = GetCmp(OpCode);
}
ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
ShaderIrInst LopInst = GetBLop(OpCode);
ShaderIrOperPred PNode = GetOperPred39(OpCode);
ShaderIrOperImmf Imm0 = new ShaderIrOperImmf(0);
ShaderIrOperImmf Imm1 = new ShaderIrOperImmf(1);
ShaderIrNode Asg0 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm0);
ShaderIrNode Asg1 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm1);
if (LopInst != ShaderIrInst.Band || !PNode.IsConst)
{
ShaderIrOp Op2 = new ShaderIrOp(LopInst, Op, PNode);
Asg0 = new ShaderIrCond(Op2, Asg0, Not: true);
Asg1 = new ShaderIrCond(Op2, Asg1, Not: false);
}
else
{
Asg0 = new ShaderIrCond(Op, Asg0, Not: true);
Asg1 = new ShaderIrCond(Op, Asg1, Not: false);
}
Block.AddNode(GetPredNode(Asg0, OpCode));
Block.AddNode(GetPredNode(Asg1, OpCode));
}
private static void EmitFsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
EmitSetp(Block, OpCode, true, Oper);