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- using Ryujinx.Graphics.Shader.IntermediateRepresentation;
- using System.Collections.Generic;
- using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
- namespace Ryujinx.Graphics.Shader.Translation.Optimizations
- {
- static class DoubleToFloat
- {
- public static void RunPass(HelperFunctionManager hfm, BasicBlock block)
- {
- for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
- {
- if (node.Value is not Operation)
- {
- continue;
- }
- node = InsertSoftFloat64(hfm, node);
- }
- }
- private static LinkedListNode<INode> InsertSoftFloat64(HelperFunctionManager hfm, LinkedListNode<INode> node)
- {
- Operation operation = (Operation)node.Value;
- if (operation.Inst == Instruction.PackDouble2x32)
- {
- int functionId = hfm.GetOrCreateFunctionId(HelperFunctionName.ConvertDoubleToFloat);
- Operand[] callArgs = [Const(functionId), operation.GetSource(0), operation.GetSource(1)];
- Operand floatValue = operation.Dest;
- operation.Dest = null;
- LinkedListNode<INode> newNode = node.List.AddBefore(node, new Operation(Instruction.Call, 0, floatValue, callArgs));
- Utils.DeleteNode(node, operation);
- return newNode;
- }
- else if (operation.Inst == Instruction.UnpackDouble2x32)
- {
- int functionId = hfm.GetOrCreateFunctionId(HelperFunctionName.ConvertFloatToDouble);
- // TODO: Allow UnpackDouble2x32 to produce two outputs and get rid of "operation.Index".
- Operand resultLow = operation.Index == 0 ? operation.Dest : Local();
- Operand resultHigh = operation.Index == 1 ? operation.Dest : Local();
- operation.Dest = null;
- Operand[] callArgs = [Const(functionId), operation.GetSource(0), resultLow, resultHigh];
- LinkedListNode<INode> newNode = node.List.AddBefore(node, new Operation(Instruction.Call, 0, (Operand)null, callArgs));
- Utils.DeleteNode(node, operation);
- return newNode;
- }
- else
- {
- operation.TurnDoubleIntoFloat();
- return node;
- }
- }
- }
- }
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