Commit Graph

48 Commits

Author SHA1 Message Date
72deb773fd shader_ir: Turn classes into data structures 2020-04-23 18:00:06 -03:00
3185245845 shader/memory: Implement RED.E.ADD
Implements a reduction operation. It's an atomic operation that doesn't
return a value.

This commit introduces another primitive because some shading languages
might have a primitive for reduction operations.
2020-04-06 02:24:47 -03:00
2c780db5b9 shader: node - update correct comment 2020-03-30 17:44:44 +07:00
c119473c40 shader_decode: add Atomic op for common usage 2020-03-30 17:44:44 +07:00
1dda77d392 shader: Simplify indexed sampler usages 2020-02-24 01:26:07 -03:00
223a89a19f shader: Remove curly braces initializers on shared pointers 2020-02-01 22:52:10 -03:00
b5bbe7e752 Merge pull request #3282 from FernandoS27/indexed-samplers
Partially implement Indexed samplers in general and specific code in GLSL
2020-02-01 20:41:40 -05:00
d95d4ac843 shader/memory: Implement ATOM.ADD
ATOM operates atomically on global memory. For now only add ATOM.ADD
since that's what was found in commercial games.

This asserts for ATOM.ADD.S32 (handling the others as unimplemented),
although ATOM.ADD.U32 shouldn't be any different.

This change forces us to change the default type on SPIR-V storage
buffers from float to uint. We could also alias the buffers, but it's
simpler for now to just use uint. While we are at it, abstract the code
to avoid repetition.
2020-01-26 01:54:24 -03:00
bb8eb15d39 Shader_IR: Address feedback. 2020-01-25 09:04:59 -04:00
7c530e0666 Shader_IR: Propagate bindless index into the GL compiler. 2020-01-24 16:44:47 -04:00
3c34678627 Shader_IR: Implement Injectable Custom Variables to the IR. 2020-01-24 16:43:31 -04:00
037ea431ce Shader_IR: deduce size of indexed samplers 2020-01-24 16:43:31 -04:00
603c861532 Shader_IR: Implement initial code for tracking indexed samplers. 2020-01-24 16:43:30 -04:00
63ba41a26d shader/memory: Implement ATOMS.ADD.U32 2020-01-16 17:30:55 -03:00
3dd6b55851 Shader_IR: Address Feedback 2020-01-04 14:40:57 -04:00
b3371ed09e Shader_IR: add the ability to amend code in the shader ir.
This commit introduces a mechanism by which shader IR code can be
amended and extended. This useful for track algorithms where certain
information can derived from before the track such as indexes to array
samplers.
2019-12-30 15:31:48 -04:00
e09c1fbc1f shader/texture: Implement TLD4.PTP 2019-12-16 04:09:24 -03:00
425a254fa2 shader: Implement MEMBAR.GL
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-10 16:45:03 -03:00
0b5b93053d shader_ir/other: Implement S2R InvocationId 2019-12-09 23:52:28 -03:00
6233b1db08 shader_ir/memory: Implement patch stores 2019-12-09 23:25:21 -03:00
e36814d6d5 Merge pull request #3109 from FernandoS27/new-instr
Implement FLO & TXD Instructions on GPU Shaders
2019-12-06 18:18:16 -05:00
32c1bc6a67 shader/texture: Deduce texture buffers from locker
Instead of specializing shaders to separate texture buffers from 1D
textures, use the locker to deduce them while they are being decoded.
2019-11-22 21:28:47 -03:00
cd0f5dfc17 Shader_IR: Implement TXD instruction. 2019-11-14 11:15:27 -04:00
f3d1b370aa Shader_IR: Implement FLO instruction. 2019-11-14 11:15:27 -04:00
56e237d1f9 shader_ir/warp: Implement FSWZADD 2019-11-07 20:08:41 -03:00
08b2b1080a gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsics 2019-11-07 20:08:41 -03:00
a993df1ee2 shader/node: Unpack bindless texture encoding
Bindless textures were using u64 to pack the buffer and offset from
where they come from. Drop this in favor of separated entries in the
struct.

Remove the usage of std::set in favor of std::list (it's not std::vector
to avoid reference invalidations) for samplers and images.
2019-10-29 20:53:48 -03:00
67658dd6e8 shader/node: std::move Meta instance within OperationNode constructor
Allows usages of the constructor to avoid an unnecessary copy.
2019-10-15 18:21:59 -04:00
44000971e2 gl_shader_decompiler: Use uint for images and fix SUATOM
In the process remove implementation of SUATOM.MIN and SUATOM.MAX as
these require a distinction between U32 and S32. These have to be
implemented with imageCompSwap loop.
2019-09-21 17:33:52 -03:00
675f23aedc shader/image: Implement SULD and remove irrelevant code
* Implement SULD as float.
* Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
2019-09-21 17:32:48 -03:00
88d857499b Merge pull request #2855 from ReinUsesLisp/shfl
shader_ir/warp: Implement SHFL for Nvidia devices
2019-09-20 17:10:42 -04:00
b31880dc5e Merge pull request #2784 from ReinUsesLisp/smem
shader_ir: Implement shared memory
2019-09-18 16:26:05 -04:00
0526bf1895 shader_ir/warp: Implement SHFL 2019-09-17 17:44:07 -03:00
36abf67e79 shader/image: Implement SUATOM and fix SUST 2019-09-10 20:22:31 -03:00
1f43e5296f gl_shader_decompiler: Keep track of written images and mark them as modified 2019-09-05 23:26:05 -03:00
3a450c1395 kepler_compute: Implement texture queries 2019-09-05 20:35:51 -03:00
f17415d431 shader_ir: Implement ST_S
This instruction writes to a memory buffer shared with threads within
the same work group. It is known as "shared" memory in GLSL.
2019-09-05 01:38:37 -03:00
4e35177e23 shader_ir: Implement VOTE
Implement VOTE using Nvidia's intrinsics. Documentation about these can
be found here
https://developer.nvidia.com/reading-between-threads-shader-intrinsics

Instead of using portable ARB instructions I opted to use Nvidia
intrinsics because these are the closest we have to how Tegra X1
hardware renders.

To stub VOTE on non-Nvidia drivers (including nouveau) this commit
simulates a GPU with a warp size of one, returning what is meaningful
for the instruction being emulated:

* anyThreadNV(value) -> value
* allThreadsNV(value) -> value
* allThreadsEqualNV(value) -> true

ballotARB, also known as "uint64_t(activeThreadsNV())", emits

VOTE.ANY Rd, PT, PT;

on nouveau's compiler. This doesn't match exactly to Nvidia's code

VOTE.ALL Rd, PT, PT;

Which is emulated with activeThreadsNV() by this commit. In theory this
shouldn't really matter since .ANY, .ALL and .EQ affect the predicates
(set to PT on those cases) and not the registers.
2019-08-21 14:50:38 -03:00
11f4e739bd Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.
This commit takes care of implementing the F16 Variants of the 
conversion instructions and makes sure conversions are done.
2019-07-20 17:38:25 -04:00
45c162444d shader/half_set_predicate: Fix HSETP2 implementation 2019-07-19 22:21:22 -03:00
d5533b440c shader_ir: Unify blocks in decompiled shaders. 2019-07-09 08:14:39 -04:00
8a6fc529a9 shader_ir: Implement BRX & BRA.CC 2019-07-09 08:14:37 -04:00
d1812316e1 texture_cache: Style and Corrections 2019-06-20 21:24:47 -04:00
9097301d92 shader: Implement bindless images 2019-06-20 21:38:33 -03:00
06c4ce8645 shader: Decode SUST and implement backing image functionality 2019-06-20 21:38:33 -03:00
fe8e6618f2 shader: Split SSY and PBK stack
Hardware testing revealed that SSY and PBK push to a different stack,
allowing code like this:

        SSY label1;
        PBK label2;
        SYNC;
label1: PBK;
label2: EXIT;
2019-06-07 02:18:27 -03:00
769a50661a shader/node: Minor changes
Reflect std::shared_ptr nature of Node on initializers and remove
constant members in nodes.

Add some commentaries.
2019-06-06 20:03:33 -03:00
e1b3be7ced shader: Move Node declarations out of the shader IR header
Analysis passes do not have a good reason to depend on shader_ir.h to
work on top of nodes. This splits node-related declarations to their own
file and leaves the IR in shader_ir.h
2019-06-06 20:02:37 -03:00