shader: reuse native emitters and simplify memory dispatch

This commit is contained in:
nmzik
2026-09-11 19:10:48 +04:00
parent 59ef88c959
commit 20e57994cf
10 changed files with 721 additions and 993 deletions
+39
View File
@@ -16687,6 +16687,44 @@ TestCase VectorVop3LshlrevB64Captured() {
return test;
}
TestCase VectorDynamicU64ShiftEdges() {
using O = ShaderOpcode;
TestCase test;
test.name = "VectorDynamicU64ShiftEdges";
test.initial = {0u, 1u, 31u, 32u, 33u, 63u, 64u, 65u};
test.expected = test.initial;
auto& code = test.code;
for (const uint64_t source : {uint64_t{0}, uint64_t{1},
uint64_t{0x8000000000000000ull},
uint64_t{0xffffffffffffffffull},
uint64_t{0x0123456789abcdefull}}) {
AppendVMovLiteral(&code, 4, static_cast<u32>(source));
AppendVMovLiteral(&code, 5, static_cast<u32>(source >> 32u));
for (u32 index = 0; index < test.initial.size(); ++index) {
// A buffer load prevents the constant-shift specialization.
AppendVMovU32(&code, 30, index * sizeof(u32));
AppendBufferLoadDword(&code, 3, 30);
for (const bool left : {true, false}) {
AppendVop3(&code, left ? 0x2ff : 0x300, 33, Vgpr(3), Vgpr(4));
const auto amount = test.initial[index] & 63u;
const auto expected = left ? source << amount : source >> amount;
const auto output = static_cast<u32>(test.expected.size());
AppendStoreVgpr(&code, 33, output);
AppendStoreVgpr(&code, 34, output + 1u);
test.expected.push_back(static_cast<u32>(expected));
test.expected.push_back(static_cast<u32>(expected >> 32u));
}
}
}
AppendEnd(&code);
test.initial.resize(test.expected.size());
test.opcodes = {O::V_MOV_B32, O::BUFFER_LOAD_DWORD, O::V_LSHLREV_B64,
O::V_LSHRREV_B64, O::BUFFER_STORE_DWORD, O::S_ENDPGM};
test.required_spirv = {"OpShiftLeftLogical", "OpShiftRightLogical", "OpSelect"};
test.forbidden_spirv = {"OpTypeInt 64"};
return test;
}
TestCase VectorVop3IntegerOps() {
using O = ShaderOpcode;
@@ -24745,6 +24783,7 @@ std::vector<TestCase> MakeCases() {
AddCase(ScalarBfeI32CapturedRawSignExtends);
AddCase(BitfieldExtractWidthPastEndEdges);
AddCase(Scalar64BitOps);
AddCase(VectorDynamicU64ShiftEdges);
AddCase(ScalarConditionalMoveB64);
AddCase(ScalarConditionalMoveB64PreservesMasks);
AddCase(ScalarAndn2B64SccUsesMaskShadow);