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...
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211f7f69db
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27 changed files with 816 additions and 199 deletions
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@ -66,6 +66,21 @@ namespace Ryujinx.Graphics.Gal.Shader
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EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fmul);
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}
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public static void Fset_C(ShaderIrBlock Block, long OpCode)
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{
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EmitFset(Block, OpCode, ShaderOper.CR);
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}
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public static void Fset_I(ShaderIrBlock Block, long OpCode)
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{
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EmitFset(Block, OpCode, ShaderOper.Immf);
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}
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public static void Fset_R(ShaderIrBlock Block, long OpCode)
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{
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EmitFset(Block, OpCode, ShaderOper.RR);
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}
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public static void Fsetp_C(ShaderIrBlock Block, long OpCode)
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{
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EmitFsetp(Block, OpCode, ShaderOper.CR);
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@ -279,6 +294,78 @@ namespace Ryujinx.Graphics.Gal.Shader
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
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}
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private static void EmitFset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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EmitSet(Block, OpCode, true, Oper);
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}
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private static void EmitIset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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EmitSet(Block, OpCode, false, Oper);
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}
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private static void EmitSet(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
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{
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bool Na = ((OpCode >> 43) & 1) != 0;
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bool Ab = ((OpCode >> 44) & 1) != 0;
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bool Nb = ((OpCode >> 53) & 1) != 0;
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bool Aa = ((OpCode >> 54) & 1) != 0;
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ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
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switch (Oper)
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{
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case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
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case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
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case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
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default: throw new ArgumentException(nameof(Oper));
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}
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ShaderIrInst CmpInst;
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if (IsFloat)
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{
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OperA = GetAluAbsNeg(OperA, Aa, Na);
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OperB = GetAluAbsNeg(OperB, Ab, Nb);
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CmpInst = GetCmpF(OpCode);
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}
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else
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{
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CmpInst = GetCmp(OpCode);
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}
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ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
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ShaderIrInst LopInst = GetBLop(OpCode);
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ShaderIrOperPred PNode = GetOperPred39(OpCode);
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ShaderIrOperImmf Imm0 = new ShaderIrOperImmf(0);
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ShaderIrOperImmf Imm1 = new ShaderIrOperImmf(1);
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ShaderIrNode Asg0 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm0);
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ShaderIrNode Asg1 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm1);
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if (LopInst != ShaderIrInst.Band || !PNode.IsConst)
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{
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ShaderIrOp Op2 = new ShaderIrOp(LopInst, Op, PNode);
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Asg0 = new ShaderIrCond(Op2, Asg0, Not: true);
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Asg1 = new ShaderIrCond(Op2, Asg1, Not: false);
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}
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else
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{
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Asg0 = new ShaderIrCond(Op, Asg0, Not: true);
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Asg1 = new ShaderIrCond(Op, Asg1, Not: false);
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}
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Block.AddNode(GetPredNode(Asg0, OpCode));
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Block.AddNode(GetPredNode(Asg1, OpCode));
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}
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private static void EmitFsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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EmitSetp(Block, OpCode, true, Oper);
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