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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include "shader_recompiler/frontend/ir/ir_emitter.h"
#include "shader_recompiler/frontend/ir/microinstruction.h"
#include "shader_recompiler/ir_opt/passes.h"
namespace Shader::Optimization {
namespace {
IR::Opcode Replace(IR::Opcode op) {
switch (op) {
case IR::Opcode::FPAbs16:
return IR::Opcode::FPAbs32;
case IR::Opcode::FPAdd16:
return IR::Opcode::FPAdd32;
case IR::Opcode::FPCeil16:
return IR::Opcode::FPCeil32;
case IR::Opcode::FPFloor16:
return IR::Opcode::FPFloor32;
case IR::Opcode::FPFma16:
return IR::Opcode::FPFma32;
case IR::Opcode::FPMul16:
return IR::Opcode::FPMul32;
case IR::Opcode::FPNeg16:
return IR::Opcode::FPNeg32;
case IR::Opcode::FPRoundEven16:
return IR::Opcode::FPRoundEven32;
case IR::Opcode::FPSaturate16:
return IR::Opcode::FPSaturate32;
case IR::Opcode::FPTrunc16:
return IR::Opcode::FPTrunc32;
case IR::Opcode::CompositeConstructF16x2:
return IR::Opcode::CompositeConstructF32x2;
case IR::Opcode::CompositeConstructF16x3:
return IR::Opcode::CompositeConstructF32x3;
case IR::Opcode::CompositeConstructF16x4:
return IR::Opcode::CompositeConstructF32x4;
case IR::Opcode::CompositeExtractF16x2:
return IR::Opcode::CompositeExtractF32x2;
case IR::Opcode::CompositeExtractF16x3:
return IR::Opcode::CompositeExtractF32x3;
case IR::Opcode::CompositeExtractF16x4:
return IR::Opcode::CompositeExtractF32x4;
case IR::Opcode::CompositeInsertF16x2:
return IR::Opcode::CompositeInsertF32x2;
case IR::Opcode::CompositeInsertF16x3:
return IR::Opcode::CompositeInsertF32x3;
case IR::Opcode::CompositeInsertF16x4:
return IR::Opcode::CompositeInsertF32x4;
case IR::Opcode::ConvertS16F16:
return IR::Opcode::ConvertS16F32;
case IR::Opcode::ConvertS32F16:
return IR::Opcode::ConvertS32F32;
case IR::Opcode::ConvertS64F16:
return IR::Opcode::ConvertS64F32;
case IR::Opcode::ConvertU16F16:
return IR::Opcode::ConvertU16F32;
case IR::Opcode::ConvertU32F16:
return IR::Opcode::ConvertU32F32;
case IR::Opcode::ConvertU64F16:
return IR::Opcode::ConvertU64F32;
case IR::Opcode::PackFloat2x16:
return IR::Opcode::PackHalf2x16;
case IR::Opcode::UnpackFloat2x16:
return IR::Opcode::UnpackHalf2x16;
case IR::Opcode::ConvertF32F16:
return IR::Opcode::Identity;
case IR::Opcode::ConvertF16F32:
return IR::Opcode::Identity;
case IR::Opcode::ConvertF16S8:
return IR::Opcode::ConvertF32S8;
case IR::Opcode::ConvertF16S16:
return IR::Opcode::ConvertF32S16;
case IR::Opcode::ConvertF16S32:
return IR::Opcode::ConvertF32S32;
case IR::Opcode::ConvertF16S64:
return IR::Opcode::ConvertF32S64;
case IR::Opcode::ConvertF16U8:
return IR::Opcode::ConvertF32U8;
case IR::Opcode::ConvertF16U16:
return IR::Opcode::ConvertF32U16;
case IR::Opcode::ConvertF16U32:
return IR::Opcode::ConvertF32U32;
case IR::Opcode::ConvertF16U64:
return IR::Opcode::ConvertF32U64;
default:
return op;
}
}
} // Anonymous namespace
void LowerFp16ToFp32(IR::Program& program) {
for (IR::Block* const block : program.blocks) {
for (IR::Inst& inst : block->Instructions()) {
inst.ReplaceOpcode(Replace(inst.Opcode()));
}
}
}
} // namespace Shader::Optimization
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