shadPS4/src/shader_recompiler/frontend/translate/vector_interpolation.cpp
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amdgpu: Split liverpool registers and cleanup (#3707)
2025-10-05 13:42:40 -07:00

116 lines
4.3 KiB
C++

// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "shader_recompiler/frontend/translate/translate.h"
#include "shader_recompiler/profile.h"
namespace Shader::Gcn {
using Interpolation = Info::Interpolation;
static Interpolation GetInterpolation(IR::Attribute attribute) {
switch (attribute) {
case IR::Attribute::BaryCoordNoPersp:
return {Qualifier::NoPerspective, Qualifier::None};
case IR::Attribute::BaryCoordNoPerspCentroid:
return {Qualifier::NoPerspective, Qualifier::Centroid};
case IR::Attribute::BaryCoordNoPerspSample:
return {Qualifier::NoPerspective, Qualifier::Sample};
case IR::Attribute::BaryCoordSmooth:
return {Qualifier::Smooth, Qualifier::None};
case IR::Attribute::BaryCoordSmoothCentroid:
return {Qualifier::Smooth, Qualifier::Centroid};
case IR::Attribute::BaryCoordSmoothSample:
return {Qualifier::Smooth, Qualifier::Sample};
default:
UNREACHABLE_MSG("Unhandled barycentric attribute {}", NameOf(attribute));
}
}
static constexpr std::array DefaultValTable = {
std::array{0.0f, 0.0f, 0.0f, 0.0f},
std::array{0.0f, 0.0f, 0.0f, 1.0f},
std::array{1.0f, 1.0f, 1.0f, 0.0f},
std::array{1.0f, 1.0f, 1.0f, 1.0f},
};
void Translator::EmitVectorInterpolation(const GcnInst& inst) {
switch (inst.opcode) {
// VINTRP
case Opcode::V_INTERP_P1_F32:
return V_INTERP_P1_F32(inst);
case Opcode::V_INTERP_P2_F32:
return V_INTERP_P2_F32(inst);
case Opcode::V_INTERP_MOV_F32:
return V_INTERP_MOV_F32(inst);
default:
LogMissingOpcode(inst);
}
}
// VINTRP
void Translator::V_INTERP_P1_F32(const GcnInst& inst) {
if (!profile.needs_manual_interpolation) {
return;
}
const u32 attr_index = inst.control.vintrp.attr;
const auto& attr = runtime_info.fs_info.inputs[attr_index];
if (attr.IsDefault()) {
return;
}
// VDST = P10 * VSRC + P0
const IR::Attribute attrib = IR::Attribute::Param0 + attr_index;
const IR::F32 p0 = ir.GetAttribute(attrib, inst.control.vintrp.chan, 0);
const IR::F32 p1 = ir.GetAttribute(attrib, inst.control.vintrp.chan, 1);
const IR::F32 i = GetSrc<IR::F32>(inst.src[0]);
const IR::F32 result = ir.FPFma(ir.FPSub(p1, p0), i, p0);
SetDst(inst.dst[0], result);
}
void Translator::V_INTERP_P2_F32(const GcnInst& inst) {
const u32 attr_index = inst.control.vintrp.attr;
const IR::Attribute attrib = IR::Attribute::Param0 + attr_index;
const auto& attr = runtime_info.fs_info.inputs[attr_index];
auto& interp = info.fs_interpolation[attr_index];
if (attr.IsDefault()) {
SetDst(inst.dst[0],
ir.Imm32(DefaultValTable[attr.default_value][inst.control.vintrp.chan]));
return;
}
ASSERT(!attr.is_flat);
if (!profile.needs_manual_interpolation) {
interp = GetInterpolation(vgpr_to_interp[inst.src[0].code]);
SetDst(inst.dst[0], ir.GetAttribute(attrib, inst.control.vintrp.chan));
return;
}
// VDST = P20 * VSRC + VDST
const IR::F32 p0 = ir.GetAttribute(attrib, inst.control.vintrp.chan, 0);
const IR::F32 p2 = ir.GetAttribute(attrib, inst.control.vintrp.chan, 2);
const IR::F32 j = GetSrc<IR::F32>(inst.src[0]);
const IR::F32 result = ir.FPFma(ir.FPSub(p2, p0), j, GetSrc<IR::F32>(inst.dst[0]));
interp.primary = Qualifier::PerVertex;
SetDst(inst.dst[0], result);
}
void Translator::V_INTERP_MOV_F32(const GcnInst& inst) {
const u32 attr_index = inst.control.vintrp.attr;
const IR::Attribute attrib = IR::Attribute::Param0 + attr_index;
const auto& attr = runtime_info.fs_info.inputs[attr_index];
auto& interp = info.fs_interpolation[attr_index];
ASSERT(attr.is_flat || inst.src[0].code == 2);
if (profile.supports_amd_shader_explicit_vertex_parameter ||
(profile.supports_fragment_shader_barycentric &&
!profile.has_incomplete_fragment_shader_barycentric)) {
// VSRC 0=P10, 1=P20, 2=P0
interp.primary = Qualifier::PerVertex;
SetDst(inst.dst[0],
ir.GetAttribute(attrib, inst.control.vintrp.chan, (inst.src[0].code + 1) % 3));
} else {
interp.primary = Qualifier::Flat;
SetDst(inst.dst[0], ir.GetAttribute(attrib, inst.control.vintrp.chan));
}
}
} // namespace Shader::Gcn