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https://github.com/Ryujinx/Ryujinx.git
synced 2024-09-10 13:43:17 +02:00
Fix shader integer from/to double conversion (#2831)
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788aec511f
commit
b9d83cc97e
@ -53,10 +53,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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Add(Instruction.ConditionalSelect, InstType.OpTernary, "?:", 12);
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Add(Instruction.ConvertFP32ToFP64, InstType.CallUnary, "double");
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Add(Instruction.ConvertFP64ToFP32, InstType.CallUnary, "float");
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Add(Instruction.ConvertFPToS32, InstType.CallUnary, "int");
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Add(Instruction.ConvertFPToU32, InstType.CallUnary, "uint");
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Add(Instruction.ConvertS32ToFP, InstType.CallUnary, "float");
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Add(Instruction.ConvertU32ToFP, InstType.CallUnary, "float");
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Add(Instruction.ConvertFP32ToS32, InstType.CallUnary, "int");
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Add(Instruction.ConvertFP32ToU32, InstType.CallUnary, "uint");
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Add(Instruction.ConvertFP64ToS32, InstType.CallUnary, "int");
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Add(Instruction.ConvertFP64ToU32, InstType.CallUnary, "uint");
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Add(Instruction.ConvertS32ToFP32, InstType.CallUnary, "float");
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Add(Instruction.ConvertS32ToFP64, InstType.CallUnary, "double");
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Add(Instruction.ConvertU32ToFP32, InstType.CallUnary, "float");
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Add(Instruction.ConvertU32ToFP64, InstType.CallUnary, "double");
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Add(Instruction.Cosine, InstType.CallUnary, "cos");
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Add(Instruction.Ddx, InstType.CallUnary, "dFdx");
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Add(Instruction.Ddy, InstType.CallUnary, "dFdy");
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@ -179,27 +179,40 @@ namespace Ryujinx.Graphics.Shader.Instructions
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return;
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}
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Instruction fpType = srcType.ToInstFPType();
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bool isSignedInt = dstType == IDstFmt.S16 || dstType == IDstFmt.S32 || dstType == IDstFmt.S64;
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bool isSmallInt = dstType == IDstFmt.U16 || dstType == IDstFmt.S16;
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Operand srcB = context.FPAbsNeg(src, absolute, negate);
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Operand srcB = context.FPAbsNeg(src, absolute, negate, fpType);
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srcB = roundingMode switch
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{
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RoundMode2.Round => context.FPRound(srcB),
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RoundMode2.Floor => context.FPFloor(srcB),
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RoundMode2.Ceil => context.FPCeiling(srcB),
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RoundMode2.Trunc => context.FPTruncate(srcB),
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RoundMode2.Round => context.FPRound(srcB, fpType),
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RoundMode2.Floor => context.FPFloor(srcB, fpType),
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RoundMode2.Ceil => context.FPCeiling(srcB, fpType),
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RoundMode2.Trunc => context.FPTruncate(srcB, fpType),
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_ => srcB
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};
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if (!isSignedInt)
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{
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// Negative float to uint cast is undefined, so we clamp the value before conversion.
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srcB = context.FPMaximum(srcB, ConstF(0));
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srcB = context.FPMaximum(srcB, ConstF(0), fpType);
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}
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srcB = isSignedInt ? context.FPConvertToS32(srcB) : context.FPConvertToU32(srcB);
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if (srcType == DstFmt.F64)
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{
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srcB = isSignedInt
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? context.FP64ConvertToS32(srcB)
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: context.FP64ConvertToU32(srcB);
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}
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else
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{
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srcB = isSignedInt
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? context.FP32ConvertToS32(srcB)
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: context.FP32ConvertToU32(srcB);
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}
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if (isSmallInt)
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{
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@ -252,7 +265,18 @@ namespace Ryujinx.Graphics.Shader.Instructions
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: context.BitfieldExtractU32(srcB, Const((int)byteSelection * 8), Const(size));
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}
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srcB = isSignedInt ? context.IConvertS32ToFP(srcB) : context.IConvertU32ToFP(srcB);
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if (dstType == DstFmt.F64)
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{
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srcB = isSignedInt
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? context.IConvertS32ToFP64(srcB)
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: context.IConvertU32ToFP64(srcB);
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}
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else
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{
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srcB = isSignedInt
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? context.IConvertS32ToFP32(srcB)
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: context.IConvertU32ToFP32(srcB);
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}
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WriteFP(context, dstType, srcB, rd);
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@ -939,7 +939,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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tempDest = context.FPMultiply(tempDest, ConstF(256.0f));
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Operand fixedPointValue = context.FPConvertToS32(tempDest);
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Operand fixedPointValue = context.FP32ConvertToS32(tempDest);
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context.Copy(GetDest(), fixedPointValue);
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}
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@ -49,10 +49,14 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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ConditionalSelect,
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ConvertFP32ToFP64,
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ConvertFP64ToFP32,
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ConvertFPToS32,
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ConvertFPToU32,
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ConvertS32ToFP,
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ConvertU32ToFP,
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ConvertFP32ToS32,
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ConvertFP32ToU32,
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ConvertFP64ToS32,
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ConvertFP64ToU32,
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ConvertS32ToFP32,
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ConvertS32ToFP64,
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ConvertU32ToFP32,
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ConvertU32ToFP64,
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Copy,
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Cosine,
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Ddx,
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@ -66,10 +66,14 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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Add(Instruction.ConditionalSelect, VariableType.Scalar, VariableType.Bool, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.ConvertFP32ToFP64, VariableType.F64, VariableType.F32);
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Add(Instruction.ConvertFP64ToFP32, VariableType.F32, VariableType.F64);
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Add(Instruction.ConvertFPToS32, VariableType.S32, VariableType.F32);
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Add(Instruction.ConvertFPToU32, VariableType.U32, VariableType.F32);
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Add(Instruction.ConvertS32ToFP, VariableType.F32, VariableType.S32);
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Add(Instruction.ConvertU32ToFP, VariableType.F32, VariableType.U32);
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Add(Instruction.ConvertFP32ToS32, VariableType.S32, VariableType.F32);
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Add(Instruction.ConvertFP32ToU32, VariableType.U32, VariableType.F32);
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Add(Instruction.ConvertFP64ToS32, VariableType.S32, VariableType.F64);
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Add(Instruction.ConvertFP64ToU32, VariableType.U32, VariableType.F64);
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Add(Instruction.ConvertS32ToFP32, VariableType.F32, VariableType.S32);
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Add(Instruction.ConvertS32ToFP64, VariableType.F64, VariableType.S32);
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Add(Instruction.ConvertU32ToFP32, VariableType.F32, VariableType.U32);
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Add(Instruction.ConvertU32ToFP64, VariableType.F64, VariableType.U32);
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Add(Instruction.Cosine, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.Ddx, VariableType.F32, VariableType.F32);
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Add(Instruction.Ddy, VariableType.F32, VariableType.F32);
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@ -241,14 +241,24 @@ namespace Ryujinx.Graphics.Shader.Translation
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return context.Add(fpType | Instruction.CompareLess, Local(), a, b);
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}
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public static Operand FPConvertToS32(this EmitterContext context, Operand a)
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public static Operand FP32ConvertToS32(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.ConvertFPToS32, Local(), a);
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return context.Add(Instruction.ConvertFP32ToS32, Local(), a);
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}
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public static Operand FPConvertToU32(this EmitterContext context, Operand a)
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public static Operand FP32ConvertToU32(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.ConvertFPToU32, Local(), a);
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return context.Add(Instruction.ConvertFP32ToU32, Local(), a);
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}
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public static Operand FP64ConvertToS32(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.ConvertFP64ToS32, Local(), a);
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}
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public static Operand FP64ConvertToU32(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.ConvertFP64ToU32, Local(), a);
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}
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public static Operand FPCosine(this EmitterContext context, Operand a)
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@ -281,9 +291,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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return context.Add(Instruction.FP32 | Instruction.LogarithmB2, Local(), a);
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}
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public static Operand FPMaximum(this EmitterContext context, Operand a, Operand b)
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public static Operand FPMaximum(this EmitterContext context, Operand a, Operand b, Instruction fpType = Instruction.FP32)
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{
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return context.Add(Instruction.FP32 | Instruction.Maximum, Local(), a, b);
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return context.Add(fpType | Instruction.Maximum, Local(), a, b);
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}
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public static Operand FPMinimum(this EmitterContext context, Operand a, Operand b)
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@ -461,14 +471,24 @@ namespace Ryujinx.Graphics.Shader.Translation
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return context.Add(Instruction.CompareNotEqual, Local(), a, b);
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}
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public static Operand IConvertS32ToFP(this EmitterContext context, Operand a)
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public static Operand IConvertS32ToFP32(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.ConvertS32ToFP, Local(), a);
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return context.Add(Instruction.ConvertS32ToFP32, Local(), a);
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}
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public static Operand IConvertU32ToFP(this EmitterContext context, Operand a)
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public static Operand IConvertS32ToFP64(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.ConvertU32ToFP, Local(), a);
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return context.Add(Instruction.ConvertS32ToFP64, Local(), a);
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}
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public static Operand IConvertU32ToFP32(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.ConvertU32ToFP32, Local(), a);
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}
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public static Operand IConvertU32ToFP64(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.ConvertU32ToFP64, Local(), a);
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}
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public static Operand IMaximumS32(this EmitterContext context, Operand a, Operand b)
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@ -286,7 +286,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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Operand res = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
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node.List.AddBefore(node, new Operation(Instruction.ConvertFP32ToS32, res, value));
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return res;
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}
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@ -295,7 +295,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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Operand res = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
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node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP32, res, value));
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return res;
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}
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@ -501,7 +501,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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// as replacement for SNORM (which is not supported).
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INode[] uses = texOp.Dest.UseOps.ToArray();
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Operation convOp = new Operation(Instruction.ConvertS32ToFP, Local(), texOp.Dest);
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Operation convOp = new Operation(Instruction.ConvertS32ToFP32, Local(), texOp.Dest);
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Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
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node = node.List.AddAfter(node, convOp);
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