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Fix shader integer from/to double conversion (#2831)

This commit is contained in:
gdkchan 2021-11-14 21:37:07 -03:00 committed by GitHub
parent 788aec511f
commit b9d83cc97e
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GPG key ID: 4AEE18F83AFDEB23
7 changed files with 90 additions and 34 deletions

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@ -53,10 +53,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
Add(Instruction.ConditionalSelect, InstType.OpTernary, "?:", 12); Add(Instruction.ConditionalSelect, InstType.OpTernary, "?:", 12);
Add(Instruction.ConvertFP32ToFP64, InstType.CallUnary, "double"); Add(Instruction.ConvertFP32ToFP64, InstType.CallUnary, "double");
Add(Instruction.ConvertFP64ToFP32, InstType.CallUnary, "float"); Add(Instruction.ConvertFP64ToFP32, InstType.CallUnary, "float");
Add(Instruction.ConvertFPToS32, InstType.CallUnary, "int"); Add(Instruction.ConvertFP32ToS32, InstType.CallUnary, "int");
Add(Instruction.ConvertFPToU32, InstType.CallUnary, "uint"); Add(Instruction.ConvertFP32ToU32, InstType.CallUnary, "uint");
Add(Instruction.ConvertS32ToFP, InstType.CallUnary, "float"); Add(Instruction.ConvertFP64ToS32, InstType.CallUnary, "int");
Add(Instruction.ConvertU32ToFP, InstType.CallUnary, "float"); Add(Instruction.ConvertFP64ToU32, InstType.CallUnary, "uint");
Add(Instruction.ConvertS32ToFP32, InstType.CallUnary, "float");
Add(Instruction.ConvertS32ToFP64, InstType.CallUnary, "double");
Add(Instruction.ConvertU32ToFP32, InstType.CallUnary, "float");
Add(Instruction.ConvertU32ToFP64, InstType.CallUnary, "double");
Add(Instruction.Cosine, InstType.CallUnary, "cos"); Add(Instruction.Cosine, InstType.CallUnary, "cos");
Add(Instruction.Ddx, InstType.CallUnary, "dFdx"); Add(Instruction.Ddx, InstType.CallUnary, "dFdx");
Add(Instruction.Ddy, InstType.CallUnary, "dFdy"); Add(Instruction.Ddy, InstType.CallUnary, "dFdy");

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@ -179,27 +179,40 @@ namespace Ryujinx.Graphics.Shader.Instructions
return; return;
} }
Instruction fpType = srcType.ToInstFPType();
bool isSignedInt = dstType == IDstFmt.S16 || dstType == IDstFmt.S32 || dstType == IDstFmt.S64; bool isSignedInt = dstType == IDstFmt.S16 || dstType == IDstFmt.S32 || dstType == IDstFmt.S64;
bool isSmallInt = dstType == IDstFmt.U16 || dstType == IDstFmt.S16; bool isSmallInt = dstType == IDstFmt.U16 || dstType == IDstFmt.S16;
Operand srcB = context.FPAbsNeg(src, absolute, negate); Operand srcB = context.FPAbsNeg(src, absolute, negate, fpType);
srcB = roundingMode switch srcB = roundingMode switch
{ {
RoundMode2.Round => context.FPRound(srcB), RoundMode2.Round => context.FPRound(srcB, fpType),
RoundMode2.Floor => context.FPFloor(srcB), RoundMode2.Floor => context.FPFloor(srcB, fpType),
RoundMode2.Ceil => context.FPCeiling(srcB), RoundMode2.Ceil => context.FPCeiling(srcB, fpType),
RoundMode2.Trunc => context.FPTruncate(srcB), RoundMode2.Trunc => context.FPTruncate(srcB, fpType),
_ => srcB _ => srcB
}; };
if (!isSignedInt) if (!isSignedInt)
{ {
// Negative float to uint cast is undefined, so we clamp the value before conversion. // Negative float to uint cast is undefined, so we clamp the value before conversion.
srcB = context.FPMaximum(srcB, ConstF(0)); srcB = context.FPMaximum(srcB, ConstF(0), fpType);
} }
srcB = isSignedInt ? context.FPConvertToS32(srcB) : context.FPConvertToU32(srcB); if (srcType == DstFmt.F64)
{
srcB = isSignedInt
? context.FP64ConvertToS32(srcB)
: context.FP64ConvertToU32(srcB);
}
else
{
srcB = isSignedInt
? context.FP32ConvertToS32(srcB)
: context.FP32ConvertToU32(srcB);
}
if (isSmallInt) if (isSmallInt)
{ {
@ -252,7 +265,18 @@ namespace Ryujinx.Graphics.Shader.Instructions
: context.BitfieldExtractU32(srcB, Const((int)byteSelection * 8), Const(size)); : context.BitfieldExtractU32(srcB, Const((int)byteSelection * 8), Const(size));
} }
srcB = isSignedInt ? context.IConvertS32ToFP(srcB) : context.IConvertU32ToFP(srcB); if (dstType == DstFmt.F64)
{
srcB = isSignedInt
? context.IConvertS32ToFP64(srcB)
: context.IConvertU32ToFP64(srcB);
}
else
{
srcB = isSignedInt
? context.IConvertS32ToFP32(srcB)
: context.IConvertU32ToFP32(srcB);
}
WriteFP(context, dstType, srcB, rd); WriteFP(context, dstType, srcB, rd);

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@ -939,7 +939,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
tempDest = context.FPMultiply(tempDest, ConstF(256.0f)); tempDest = context.FPMultiply(tempDest, ConstF(256.0f));
Operand fixedPointValue = context.FPConvertToS32(tempDest); Operand fixedPointValue = context.FP32ConvertToS32(tempDest);
context.Copy(GetDest(), fixedPointValue); context.Copy(GetDest(), fixedPointValue);
} }

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@ -49,10 +49,14 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
ConditionalSelect, ConditionalSelect,
ConvertFP32ToFP64, ConvertFP32ToFP64,
ConvertFP64ToFP32, ConvertFP64ToFP32,
ConvertFPToS32, ConvertFP32ToS32,
ConvertFPToU32, ConvertFP32ToU32,
ConvertS32ToFP, ConvertFP64ToS32,
ConvertU32ToFP, ConvertFP64ToU32,
ConvertS32ToFP32,
ConvertS32ToFP64,
ConvertU32ToFP32,
ConvertU32ToFP64,
Copy, Copy,
Cosine, Cosine,
Ddx, Ddx,

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@ -66,10 +66,14 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
Add(Instruction.ConditionalSelect, VariableType.Scalar, VariableType.Bool, VariableType.Scalar, VariableType.Scalar); Add(Instruction.ConditionalSelect, VariableType.Scalar, VariableType.Bool, VariableType.Scalar, VariableType.Scalar);
Add(Instruction.ConvertFP32ToFP64, VariableType.F64, VariableType.F32); Add(Instruction.ConvertFP32ToFP64, VariableType.F64, VariableType.F32);
Add(Instruction.ConvertFP64ToFP32, VariableType.F32, VariableType.F64); Add(Instruction.ConvertFP64ToFP32, VariableType.F32, VariableType.F64);
Add(Instruction.ConvertFPToS32, VariableType.S32, VariableType.F32); Add(Instruction.ConvertFP32ToS32, VariableType.S32, VariableType.F32);
Add(Instruction.ConvertFPToU32, VariableType.U32, VariableType.F32); Add(Instruction.ConvertFP32ToU32, VariableType.U32, VariableType.F32);
Add(Instruction.ConvertS32ToFP, VariableType.F32, VariableType.S32); Add(Instruction.ConvertFP64ToS32, VariableType.S32, VariableType.F64);
Add(Instruction.ConvertU32ToFP, VariableType.F32, VariableType.U32); Add(Instruction.ConvertFP64ToU32, VariableType.U32, VariableType.F64);
Add(Instruction.ConvertS32ToFP32, VariableType.F32, VariableType.S32);
Add(Instruction.ConvertS32ToFP64, VariableType.F64, VariableType.S32);
Add(Instruction.ConvertU32ToFP32, VariableType.F32, VariableType.U32);
Add(Instruction.ConvertU32ToFP64, VariableType.F64, VariableType.U32);
Add(Instruction.Cosine, VariableType.Scalar, VariableType.Scalar); Add(Instruction.Cosine, VariableType.Scalar, VariableType.Scalar);
Add(Instruction.Ddx, VariableType.F32, VariableType.F32); Add(Instruction.Ddx, VariableType.F32, VariableType.F32);
Add(Instruction.Ddy, VariableType.F32, VariableType.F32); Add(Instruction.Ddy, VariableType.F32, VariableType.F32);

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@ -241,14 +241,24 @@ namespace Ryujinx.Graphics.Shader.Translation
return context.Add(fpType | Instruction.CompareLess, Local(), a, b); return context.Add(fpType | Instruction.CompareLess, Local(), a, b);
} }
public static Operand FPConvertToS32(this EmitterContext context, Operand a) public static Operand FP32ConvertToS32(this EmitterContext context, Operand a)
{ {
return context.Add(Instruction.ConvertFPToS32, Local(), a); return context.Add(Instruction.ConvertFP32ToS32, Local(), a);
} }
public static Operand FPConvertToU32(this EmitterContext context, Operand a) public static Operand FP32ConvertToU32(this EmitterContext context, Operand a)
{ {
return context.Add(Instruction.ConvertFPToU32, Local(), a); return context.Add(Instruction.ConvertFP32ToU32, Local(), a);
}
public static Operand FP64ConvertToS32(this EmitterContext context, Operand a)
{
return context.Add(Instruction.ConvertFP64ToS32, Local(), a);
}
public static Operand FP64ConvertToU32(this EmitterContext context, Operand a)
{
return context.Add(Instruction.ConvertFP64ToU32, Local(), a);
} }
public static Operand FPCosine(this EmitterContext context, Operand a) public static Operand FPCosine(this EmitterContext context, Operand a)
@ -281,9 +291,9 @@ namespace Ryujinx.Graphics.Shader.Translation
return context.Add(Instruction.FP32 | Instruction.LogarithmB2, Local(), a); return context.Add(Instruction.FP32 | Instruction.LogarithmB2, Local(), a);
} }
public static Operand FPMaximum(this EmitterContext context, Operand a, Operand b) public static Operand FPMaximum(this EmitterContext context, Operand a, Operand b, Instruction fpType = Instruction.FP32)
{ {
return context.Add(Instruction.FP32 | Instruction.Maximum, Local(), a, b); return context.Add(fpType | Instruction.Maximum, Local(), a, b);
} }
public static Operand FPMinimum(this EmitterContext context, Operand a, Operand b) public static Operand FPMinimum(this EmitterContext context, Operand a, Operand b)
@ -461,14 +471,24 @@ namespace Ryujinx.Graphics.Shader.Translation
return context.Add(Instruction.CompareNotEqual, Local(), a, b); return context.Add(Instruction.CompareNotEqual, Local(), a, b);
} }
public static Operand IConvertS32ToFP(this EmitterContext context, Operand a) public static Operand IConvertS32ToFP32(this EmitterContext context, Operand a)
{ {
return context.Add(Instruction.ConvertS32ToFP, Local(), a); return context.Add(Instruction.ConvertS32ToFP32, Local(), a);
} }
public static Operand IConvertU32ToFP(this EmitterContext context, Operand a) public static Operand IConvertS32ToFP64(this EmitterContext context, Operand a)
{ {
return context.Add(Instruction.ConvertU32ToFP, Local(), a); return context.Add(Instruction.ConvertS32ToFP64, Local(), a);
}
public static Operand IConvertU32ToFP32(this EmitterContext context, Operand a)
{
return context.Add(Instruction.ConvertU32ToFP32, Local(), a);
}
public static Operand IConvertU32ToFP64(this EmitterContext context, Operand a)
{
return context.Add(Instruction.ConvertU32ToFP64, Local(), a);
} }
public static Operand IMaximumS32(this EmitterContext context, Operand a, Operand b) public static Operand IMaximumS32(this EmitterContext context, Operand a, Operand b)

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@ -286,7 +286,7 @@ namespace Ryujinx.Graphics.Shader.Translation
{ {
Operand res = Local(); Operand res = Local();
node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value)); node.List.AddBefore(node, new Operation(Instruction.ConvertFP32ToS32, res, value));
return res; return res;
} }
@ -295,7 +295,7 @@ namespace Ryujinx.Graphics.Shader.Translation
{ {
Operand res = Local(); Operand res = Local();
node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value)); node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP32, res, value));
return res; return res;
} }
@ -501,7 +501,7 @@ namespace Ryujinx.Graphics.Shader.Translation
// as replacement for SNORM (which is not supported). // as replacement for SNORM (which is not supported).
INode[] uses = texOp.Dest.UseOps.ToArray(); INode[] uses = texOp.Dest.UseOps.ToArray();
Operation convOp = new Operation(Instruction.ConvertS32ToFP, Local(), texOp.Dest); Operation convOp = new Operation(Instruction.ConvertS32ToFP32, Local(), texOp.Dest);
Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive)); Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
node = node.List.AddAfter(node, convOp); node = node.List.AddAfter(node, convOp);