shader: implement RDNA2 scalar quad-mask reduction

This commit is contained in:
nmzik
2026-08-20 07:39:56 +02:00
parent bac6bf65af
commit fbdc1e8714
7 changed files with 56 additions and 2 deletions
@@ -469,6 +469,21 @@ bool Translator::TranslateExtendedInteger(const IR::Instruction& inst) {
replicate(ir.ShiftRightLogical(source, imm(16))));
break;
}
case IR::Opcode::QuadmaskB64: {
const auto compact = [&](IR::U32 value) {
auto bits = ir.BitwiseOr(value, ir.ShiftRightLogical(value, imm(1)));
bits = ir.BitwiseOr(bits, ir.ShiftRightLogical(bits, imm(2)));
bits = mask(bits, 0x11111111u);
bits = mask(ir.BitwiseOr(bits, ir.ShiftRightLogical(bits, imm(3))), 0x03030303u);
bits = mask(ir.BitwiseOr(bits, ir.ShiftRightLogical(bits, imm(6))), 0x000f000fu);
return mask(ir.BitwiseOr(bits, ir.ShiftRightLogical(bits, imm(12))), 0xffu);
};
const auto source = ReadU32Pair(inst.src[0]);
const auto quads =
ir.BitwiseOr(compact(source[0]), ir.ShiftLeftLogical(compact(source[1]), imm(8)));
result = ir.ConstructU64(quads, imm(0));
break;
}
case IR::Opcode::BitFieldMaskU32: {
const auto count = mask(ReadU32(inst.src[0]), 31u);
const auto offset = mask(ReadU32(inst.src[1]), 31u);