yuzu/src/shader_recompiler/backend/glasm/emit_glasm_bitwise_conversion.cpp

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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM {
static void Alias(IR::Inst& inst, const IR::Value& value) {
if (value.IsImmediate()) {
return;
}
IR::Inst& value_inst{RegAlloc::AliasInst(*value.Inst())};
value_inst.DestructiveAddUsage(inst.UseCount());
value_inst.DestructiveRemoveUsage();
inst.SetDefinition(value_inst.Definition<Id>());
}
void EmitIdentity(EmitContext&, IR::Inst& inst, const IR::Value& value) {
Alias(inst, value);
}
void EmitBitCastU16F16(EmitContext&, IR::Inst& inst, const IR::Value& value) {
Alias(inst, value);
}
void EmitBitCastU32F32(EmitContext&, IR::Inst& inst, const IR::Value& value) {
Alias(inst, value);
}
void EmitBitCastU64F64(EmitContext&, IR::Inst& inst, const IR::Value& value) {
Alias(inst, value);
}
void EmitBitCastF16U16(EmitContext&, IR::Inst& inst, const IR::Value& value) {
Alias(inst, value);
}
void EmitBitCastF32U32(EmitContext&, IR::Inst& inst, const IR::Value& value) {
Alias(inst, value);
}
void EmitBitCastF64U64(EmitContext&, IR::Inst& inst, const IR::Value& value) {
Alias(inst, value);
}
void EmitPackUint2x32(EmitContext& ctx, IR::Inst& inst, Register value) {
ctx.LongAdd("PK64.U {}.x,{};", inst, value);
}
void EmitUnpackUint2x32(EmitContext& ctx, IR::Inst& inst, Register value) {
ctx.Add("UP64.U {}.xy,{}.x;", inst, value);
}
void EmitPackFloat2x16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] Register value) {
throw NotImplementedException("GLASM instruction");
}
void EmitUnpackFloat2x16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] Register value) {
throw NotImplementedException("GLASM instruction");
}
void EmitPackHalf2x16(EmitContext& ctx, IR::Inst& inst, Register value) {
ctx.Add("PK2H {}.x,{};", inst, value);
}
void EmitUnpackHalf2x16(EmitContext& ctx, IR::Inst& inst, Register value) {
ctx.Add("UP2H {}.xy,{}.x;", inst, value);
}
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void EmitPackDouble2x32(EmitContext& ctx, IR::Inst& inst, Register value) {
ctx.LongAdd("PK64 {}.x,{};", inst, value);
}
void EmitUnpackDouble2x32(EmitContext& ctx, IR::Inst& inst, Register value) {
ctx.Add("UP64 {}.xy,{}.x;", inst, value);
}
} // namespace Shader::Backend::GLASM