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-rw-r--r--src/shader_recompiler/ir_opt/lower_fp16_to_fp32.cpp79
1 files changed, 79 insertions, 0 deletions
diff --git a/src/shader_recompiler/ir_opt/lower_fp16_to_fp32.cpp b/src/shader_recompiler/ir_opt/lower_fp16_to_fp32.cpp
new file mode 100644
index 000000000..c7032f168
--- /dev/null
+++ b/src/shader_recompiler/ir_opt/lower_fp16_to_fp32.cpp
@@ -0,0 +1,79 @@
+// 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::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;
+ default:
+ return op;
+ }
+}
+} // Anonymous namespace
+
+void LowerFp16ToFp32(IR::Program& program) {
+ for (IR::Function& function : program.functions) {
+ for (IR::Block* const block : function.blocks) {
+ for (IR::Inst& inst : block->Instructions()) {
+ inst.ReplaceOpcode(Replace(inst.Opcode()));
+ }
+ }
+ }
+}
+
+} // namespace Shader::Optimization