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Shader: lower VOP3P V_FMA_MIX_F32/LO/HI (was dropping Unity HDR shaders) (#466)
The decoder recognises the VOP3P mix ops (0x20 V_FMA_MIX_F32, 0x21 V_FMA_MIXLO_F16, 0x22 V_FMA_MIXHI_F16) but left them opaque (Vop3pRaw20/21/22), so at SPIR-V emission they fell through the vector-ALU switch to the default and failed with "unsupported vector opcode". A single unhandled instruction fails the whole compile, so any shader using fma_mix was dropped entirely. Unity's built-in-RP / PostProcessing v2 HDR, tone-mapping and auto-exposure shaders emit V_FMA_MIX_F32, so those passes never translated (this is what kept Superliminal's auto-exposure luminance chain from running). Name the three opcodes in DecodeVop3p (like the packed v_pk_* ops) and lower them in the SPIR-V translator. Each mix op computes a single f32 fma(a, b, c) where every source is read *independently* as either a full f32 register/constant or one f16 half widened to f32. Per operand, op_sel_hi selects f16-vs-f32 and op_sel picks which f16 half; the neg_hi field is repurposed as an absolute-value modifier and neg negates, applied abs-then-neg. This reuses the VOP3P op_sel/op_sel_hi/neg/neg_hi bit layout with the mix-specific meaning, not the packed-math meaning. The result is a scalar f32 for V_FMA_MIX_F32; _MIXLO/_MIXHI narrow it back to f16 (exact round-to-nearest-even, via the existing EmitFloatToHalf) and write it into the low/high 16 bits of vdst, preserving the other half. The clamp modifier saturates to [0, 1] consistently with the other VOP3P ops. Per-operand F16/F32 select and the abs/neg modifiers follow shadPS4's GetSrcMix, the authoritative reference for the mix semantics. Adds Gen5FmaMixSpirvTests: assembles V_FMA_MIX_F32 (with a representative op_sel/op_sel_hi/neg/abs) and V_FMA_MIXLO_F16 compute shaders and asserts they translate to GPU SPIR-V without hitting the drop path and emit a GLSL.std.450 Fma (and an FAbs for the neg_hi modifier). Both fail against the pre-fix tree with "unsupported vector opcode Vop3pRaw20/21".
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// Copyright (C) 2026 SharpEmu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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using System.Buffers.Binary;
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using SharpEmu.HLE;
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using SharpEmu.ShaderCompiler;
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using SharpEmu.ShaderCompiler.Vulkan;
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using Xunit;
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namespace SharpEmu.Libs.Tests.Agc;
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// Regression tests for the VOP3P mix ops V_FMA_MIX_F32 / _MIXLO_F16 / _MIXHI_F16
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// (opcodes 0x20 / 0x21 / 0x22). The decoder leaves any unlowered VOP3P opcode
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// opaque (Vop3pRaw20/21/22); before these were lowered they hit the vector-ALU
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// switch default and failed emission ("unsupported vector opcode"), which drops
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// the whole shader. Unity HDR / tone-mapping / auto-exposure shaders use
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// V_FMA_MIX_F32 and so failed to translate entirely.
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//
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// Each mix op computes a single f32 fma(a, b, c) where every source is read
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// *independently* as either a full f32 register or one f16 half widened to f32,
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// selected per operand by op_sel_hi (f16 when set) and op_sel (which half). The
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// mix ops also repurpose the VOP3P neg_hi field as an absolute-value modifier.
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public sealed class Gen5FmaMixSpirvTests
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{
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private const ulong ShaderAddress = 0x1_0000_0000;
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// GLSL.std.450 extended-instruction numbers used by the lowering.
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private const uint GlslFma = 50;
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private const uint GlslFAbs = 4;
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[Fact]
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public void FmaMixF32_TranslatesToFmaAndDoesNotDropShader()
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{
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// V_FMA_MIX_F32 v3, v0, v1, v2
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// op_sel_hi = 0b011 -> src0/src1 read as f16, src2 as full f32
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// op_sel = 0b010 -> src1 takes its high f16 half (src0 low half)
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// neg_hi = 0b001 -> abs(src0)
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// neg = 0b100 -> -src2
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// Reaching TryCompileComputeShader == true already proves the shader is no
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// longer dropped at the VOP3P default error path.
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var spirv = Compile([0xCC201103u, 0x9C0A0300u]);
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Assert.True(
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ContainsExtInst(spirv, GlslFma),
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"V_FMA_MIX_F32 must lower to a GLSL.std.450 Fma");
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Assert.True(
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ContainsExtInst(spirv, GlslFAbs),
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"the neg_hi modifier on a mix source must lower to an FAbs (abs-then-neg)");
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}
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[Fact]
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public void FmaMixLoF16_TranslatesWithoutDroppingShader()
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{
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// V_FMA_MIXLO_F16 v3, v0, v1, v2 with op_sel_hi = 0b111 (all sources read
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// as f16 low halves). The f32 fma result is narrowed to f16 and merged
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// into the low 16 bits of vdst; the fma itself is still emitted.
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var spirv = Compile([0xCC214003u, 0x1C0A0300u]);
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Assert.True(
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ContainsExtInst(spirv, GlslFma),
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"V_FMA_MIXLO_F16 must still lower its multiply-add to a GLSL.std.450 Fma");
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}
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// True when the module contains an OpExtInst selecting the given GLSL.std.450
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// instruction number.
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private static bool ContainsExtInst(byte[] spirv, uint instruction)
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{
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foreach (var (op, wordCount, offset) in EnumerateInstructions(spirv))
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{
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// OpExtInst = 12: (opcode, resultType, resultId, set, instruction, ...).
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if (op != 12 || wordCount < 5)
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{
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continue;
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}
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if (ReadWord(spirv, offset + 16) == instruction)
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{
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return true;
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}
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}
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return false;
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}
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private static IEnumerable<(ushort Op, int WordCount, int Offset)> EnumerateInstructions(
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byte[] spirv)
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{
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// 5-word SPIR-V header, then (wordCount << 16 | opcode) packed instructions.
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for (var offset = 5 * sizeof(uint); offset + sizeof(uint) <= spirv.Length;)
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{
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var word = ReadWord(spirv, offset);
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var wordCount = (int)(word >> 16);
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if (wordCount <= 0)
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{
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yield break;
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}
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yield return ((ushort)word, wordCount, offset);
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offset += wordCount * sizeof(uint);
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}
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}
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private static uint ReadWord(byte[] spirv, int offset) =>
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BinaryPrimitives.ReadUInt32LittleEndian(spirv.AsSpan(offset, sizeof(uint)));
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private static byte[] Compile(uint[] programWords)
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{
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var memory = new FakeCpuMemory(ShaderAddress, 0x2000);
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var ctx = new CpuContext(memory, Generation.Gen5);
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Gen5ShaderAtomicDecodeTests.WriteProgram(memory, ShaderAddress, programWords);
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var shaderRegisters = new Dictionary<uint, uint>
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{
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[Gen5ShaderAtomicDecodeTests.ComputePgmRsrc2Register] = 16u << 1,
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};
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Assert.True(
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Gen5ShaderTranslator.TryCreateState(
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ctx,
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ShaderAddress,
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0,
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shaderRegisters,
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Gen5ShaderAtomicDecodeTests.ComputeUserDataRegister,
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out var state,
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out var error),
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error);
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Assert.True(
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Gen5ShaderScalarEvaluator.TryEvaluate(ctx, state, out var evaluation, out error),
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error);
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Assert.True(
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Gen5SpirvTranslator.TryCompileComputeShader(
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state, evaluation, 1, 1, 1, out var shader, out error),
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error);
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return shader.Spirv;
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}
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}
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