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using Ryujinx.Graphics.Shader.Decoders;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.Translation;
using static Ryujinx.Graphics.Shader.Instructions.InstEmitHelper;
namespace Ryujinx.Graphics.Shader.Instructions
{
static partial class InstEmit
{
public static void RroR(EmitterContext context)
{
InstRroR op = context.GetOp<InstRroR>();
EmitRro(context, GetSrcReg(context, op.SrcB), op.Dest, op.AbsB, op.NegB);
}
public static void RroI(EmitterContext context)
{
InstRroI op = context.GetOp<InstRroI>();
EmitRro(context, GetSrcImm(context, Imm20ToFloat(op.Imm20)), op.Dest, op.AbsB, op.NegB);
}
public static void RroC(EmitterContext context)
{
InstRroC op = context.GetOp<InstRroC>();
EmitRro(context, GetSrcCbuf(context, op.CbufSlot, op.CbufOffset), op.Dest, op.AbsB, op.NegB);
}
public static void Mufu(EmitterContext context)
{
InstMufu op = context.GetOp<InstMufu>();
Operand res = context.FPAbsNeg(GetSrcReg(context, op.SrcA), op.AbsA, op.NegA);
switch (op.MufuOp)
{
case MufuOp.Cos:
res = context.FPCosine(res);
break;
case MufuOp.Sin:
res = context.FPSine(res);
break;
case MufuOp.Ex2:
res = context.FPExponentB2(res);
break;
case MufuOp.Lg2:
res = context.FPLogarithmB2(res);
break;
case MufuOp.Rcp:
res = context.FPReciprocal(res);
break;
case MufuOp.Rsq:
res = context.FPReciprocalSquareRoot(res);
break;
case MufuOp.Rcp64h:
res = context.PackDouble2x32(OperandHelper.Const(0), res);
res = context.UnpackDouble2x32High(context.FPReciprocal(res, Instruction.FP64));
break;
case MufuOp.Rsq64h:
res = context.PackDouble2x32(OperandHelper.Const(0), res);
res = context.UnpackDouble2x32High(context.FPReciprocalSquareRoot(res, Instruction.FP64));
break;
case MufuOp.Sqrt:
res = context.FPSquareRoot(res);
break;
default:
context.TranslatorContext.GpuAccessor.Log($"Invalid MUFU operation \"{op.MufuOp}\".");
break;
}
context.Copy(GetDest(op.Dest), context.FPSaturate(res, op.Sat));
}
private static void EmitRro(EmitterContext context, Operand srcB, int rd, bool absB, bool negB)
{
// This is the range reduction operator,
// we translate it as a simple move, as it
// should be always followed by a matching
// MUFU instruction.
srcB = context.FPAbsNeg(srcB, absB, negB);
context.Copy(GetDest(rd), srcB);
}
}
}
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