gl_shader_decompiler: Setup base for half float unpacking and setting

This commit is contained in:
ReinUsesLisp 2018-10-15 01:58:30 -03:00
parent 1584fb6b38
commit 08d751d882
2 changed files with 98 additions and 0 deletions

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@ -335,6 +335,26 @@ enum class IsberdMode : u64 {
enum class IsberdShift : u64 { None = 0, U16 = 1, B32 = 2 };
enum class HalfType : u64 {
H0_H1 = 0,
F32 = 1,
H0_H0 = 2,
H1_H1 = 3,
};
enum class HalfMerge : u64 {
H0_H1 = 0,
F32 = 1,
Mrg_H0 = 2,
Mrg_H1 = 3,
};
enum class HalfPrecision : u64 {
None = 0,
FTZ = 1,
FMZ = 2,
};
enum class IpaInterpMode : u64 {
Linear = 0,
Perspective = 1,

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@ -375,6 +375,49 @@ public:
}
}
/**
* Writes code that does a register assignment to a half float value operation.
* @param reg The destination register to use.
* @param elem The element to use for the operation.
* @param value The code representing the value to assign. Type has to be half float.
* @param type Half float kind of assignment.
* @param dest_num_components Number of components in the destionation.
* @param value_num_components Number of components in the value.
* @param is_saturated Optional, when True, saturates the provided value.
* @param dest_elem Optional, the destination element to use for the operation.
*/
void SetRegisterToHalfFloat(const Register& reg, u64 elem, const std::string& value,
Tegra::Shader::HalfMerge merge, u64 dest_num_components,
u64 value_num_components, bool is_saturated = false,
u64 dest_elem = 0) {
ASSERT_MSG(!is_saturated, "Unimplemented");
const std::string result = [&]() {
switch (merge) {
case Tegra::Shader::HalfMerge::H0_H1:
return "uintBitsToFloat(packHalf2x16(" + value + "))";
case Tegra::Shader::HalfMerge::F32:
// Half float instructions take the first component when doing a float cast.
return "float(" + value + ".x)";
case Tegra::Shader::HalfMerge::Mrg_H0:
// TODO(Rodrigo): I guess Mrg_H0 and Mrg_H1 take their respective component from the
// pack. I couldn't test this on hardware but it shouldn't really matter since most
// of the time when a Mrg_* flag is used both components will be mirrored. That
// being said, it deserves a test.
return "((" + GetRegisterAsInteger(reg, 0, false) +
" & 0xffff0000) | (packHalf2x16(" + value + ") & 0x0000ffff))";
case Tegra::Shader::HalfMerge::Mrg_H1:
return "((" + GetRegisterAsInteger(reg, 0, false) +
" & 0x0000ffff) | (packHalf2x16(" + value + ") & 0xffff0000))";
default:
UNREACHABLE();
return std::string("0");
}
}();
SetRegister(reg, elem, result, dest_num_components, value_num_components, dest_elem);
}
/**
* Writes code that does a register assignment to input attribute operation. Input attributes
* are stored as floats, so this may require conversion.
@ -1012,6 +1055,41 @@ private:
return result;
}
/*
* Transforms the input string GLSL operand into an unpacked half float pair.
* @note This function returns a float type pair instead of a half float pair. This is because
* real half floats are not standarized in GLSL but unpackHalf2x16 (which returns a vec2) is.
* @param operand Input operand. It has to be an unsigned integer.
* @param type How to unpack the unsigned integer to a half float pair.
* @param abs Get the absolute value of unpacked half floats.
* @param neg Get the negative value of unpacked half floats.
* @returns String corresponding to a half float pair.
*/
static std::string GetHalfFloat(const std::string& operand,
Tegra::Shader::HalfType type = Tegra::Shader::HalfType::H0_H1,
bool abs = false, bool neg = false) {
// "vec2" calls emitted in this function are intended to alias components.
const std::string value = [&]() {
switch (type) {
case Tegra::Shader::HalfType::H0_H1:
return "unpackHalf2x16(" + operand + ')';
case Tegra::Shader::HalfType::F32:
return "vec2(uintBitsToFloat(" + operand + "))";
case Tegra::Shader::HalfType::H0_H0:
case Tegra::Shader::HalfType::H1_H1: {
const bool high = type == Tegra::Shader::HalfType::H1_H1;
const char unpack_index = "xy"[high ? 1 : 0];
return "vec2(unpackHalf2x16(" + operand + ")." + unpack_index + ')';
}
default:
UNREACHABLE();
return std::string("vec2(0)");
}
}();
return GetOperandAbsNeg(value, abs, neg);
}
/*
* Returns whether the instruction at the specified offset is a 'sched' instruction.
* Sched instructions always appear before a sequence of 3 instructions.