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shader_jit: Fix/optimize conditional evaluation (#234)
* shader_jit: Add conditional unit-tests Tests all permutations of X, Y, AND, OR with each possible input value. * video_core: Fix shader-interpreter conditional-code initialization Rather than reserving the incoming state of the conditional codes, the shader-interpreter was setting them both to false. In pretty much all cases, the initial state of a shaderunit can be zero-initialized statically. Just running the interpreter shouldn't necessarily reset the conditional codes though. The JIT loads incoming conditional codes while the shader-interpreter resets them to false. This makes the interpreter match the behavior of the shader-jit. * shader_jit_a64: Fix/optimize conditional evaluation Fix some of the regressions introduced by the previous optimization. EOR does not support a constant of `0` in its immediate. In these cases the COND{0,1} registers can be utilized immediately. * shader_jit_x64: Fix conditional evaluation extended-bit hazard The unit test seems to have identified a bug in the x64 jit too. The x64 jit was doing 32-bit comparisons despite the condition flags being 8-bit values and is sensitive to garbage being in the upper 24 bits of the register. This is fixed by using the proper 8-bit register types rather than the 32-bit ones(`eax,`ebx` -> `al`, `bl`). * shader_jit_x64: Zero-extend conditional-code bytes `mov` was doing a partial update of bits within the register, allowing garbage to be introduced in the upper bits of the register.
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6 changed files with 144 additions and 40 deletions
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@ -674,6 +674,94 @@ TEMPLATE_TEST_CASE("Nested Loop", "[video_core][shader]", ShaderJitTest) {
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}
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}
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SHADER_TEST_CASE("Conditional", "[video_core][shader]") {
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const auto sh_input = SourceRegister::MakeInput(0);
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const auto sh_temp = SourceRegister::MakeTemporary(0);
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const auto sh_output = DestRegister::MakeOutput(0);
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const std::initializer_list<nihstro::InlineAsm> assembly_template = {
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// IFC configured later
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{OpCode::Id::NOP},
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// True
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{OpCode::Id::MOV, sh_output, sh_input},
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{OpCode::Id::END},
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// False
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{OpCode::Id::MOV, sh_output, sh_temp},
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{OpCode::Id::END},
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};
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const bool ref_x = GENERATE(0, 1);
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const bool cmp_x = GENERATE(0, 1);
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const bool result_x = (cmp_x == ref_x);
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const bool ref_y = GENERATE(0, 1);
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const bool cmp_y = GENERATE(0, 1);
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const bool result_y = (cmp_y == ref_y);
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nihstro::Instruction IFC = {};
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IFC.opcode = nihstro::OpCode::Id::IFC;
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IFC.flow_control.num_instructions = 2;
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IFC.flow_control.dest_offset = 3;
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IFC.flow_control.refx = ref_x;
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IFC.flow_control.refy = ref_y;
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Pica::ShaderUnit shader_unit;
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shader_unit.conditional_code[0] = cmp_x;
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shader_unit.conditional_code[1] = cmp_y;
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// JustX
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{
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auto shader_setup = CompileShaderSetup(assembly_template);
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IFC.flow_control.op = nihstro::Instruction::FlowControlType::Op::JustX;
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shader_setup->program_code[0] = IFC.hex;
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const float result = result_x ? 1.0f : 0.0f;
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auto shader_test = TestType(std::move(shader_setup));
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shader_test.Run(shader_unit, 1.0f);
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REQUIRE(shader_unit.output[0].x.ToFloat32() == result);
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}
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// JustY
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{
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auto shader_setup = CompileShaderSetup(assembly_template);
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IFC.flow_control.op = nihstro::Instruction::FlowControlType::Op::JustY;
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shader_setup->program_code[0] = IFC.hex;
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const float result = result_y ? 1.0f : 0.0f;
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auto shader_test = TestType(std::move(shader_setup));
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shader_test.Run(shader_unit, 1.0f);
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REQUIRE(shader_unit.output[0].x.ToFloat32() == result);
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}
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// OR
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{
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auto shader_setup = CompileShaderSetup(assembly_template);
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IFC.flow_control.op = nihstro::Instruction::FlowControlType::Op::Or;
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shader_setup->program_code[0] = IFC.hex;
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const float result = (result_x || result_y) ? 1.0f : 0.0f;
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auto shader_test = TestType(std::move(shader_setup));
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shader_test.Run(shader_unit, 1.0f);
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REQUIRE(shader_unit.output[0].x.ToFloat32() == result);
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}
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// AND
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{
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auto shader_setup = CompileShaderSetup(assembly_template);
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IFC.flow_control.op = nihstro::Instruction::FlowControlType::Op::And;
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shader_setup->program_code[0] = IFC.hex;
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const float result = (result_x && result_y) ? 1.0f : 0.0f;
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auto shader_test = TestType(std::move(shader_setup));
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shader_test.Run(shader_unit, 1.0f);
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REQUIRE(shader_unit.output[0].x.ToFloat32() == result);
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}
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}
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SHADER_TEST_CASE("Source Swizzle", "[video_core][shader]") {
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const auto sh_input = SourceRegister::MakeInput(0);
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const auto sh_output = DestRegister::MakeOutput(0);
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