using System; using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper; namespace Ryujinx.Graphics.Gal.Shader { static partial class ShaderDecode { private const int TempRegStart = 0x100; private const int ____ = 0x0; private const int R___ = 0x1; private const int _G__ = 0x2; private const int RG__ = 0x3; private const int __B_ = 0x4; private const int RGB_ = 0x7; private const int ___A = 0x8; private const int R__A = 0x9; private const int _G_A = 0xa; private const int RG_A = 0xb; private const int __BA = 0xc; private const int R_BA = 0xd; private const int _GBA = 0xe; private const int RGBA = 0xf; private static int[,] MaskLut = new int[,] { { ____, ____, ____, ____, ____, ____, ____, ____ }, { R___, _G__, __B_, ___A, RG__, ____, ____, ____ }, { R___, _G__, __B_, ___A, RG__, R__A, _G_A, __BA }, { RGB_, RG_A, R_BA, _GBA, RGBA, ____, ____, ____ } }; public static void Ld_A(ShaderIrBlock Block, long OpCode) { ShaderIrNode[] Opers = GetOperAbuf20(OpCode); int Index = 0; foreach (ShaderIrNode OperA in Opers) { ShaderIrOperGpr OperD = GetOperGpr0(OpCode); OperD.Index += Index++; Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, OperA), OpCode)); } } public static void Ld_C(ShaderIrBlock Block, long OpCode) { int Type = (int)(OpCode >> 48) & 7; if (Type > 5) { throw new InvalidOperationException(); } int Count = Type == 5 ? 2 : 1; for (int Index = 0; Index < Count; Index++) { ShaderIrOperCbuf OperA = GetOperCbuf36(OpCode); ShaderIrOperGpr OperD = GetOperGpr0 (OpCode); OperA.Pos += Index; OperD.Index += Index; ShaderIrNode Node = OperA; if (Type < 4) { //This is a 8 or 16 bits type. bool Signed = (Type & 1) != 0; int Size = 8 << (Type >> 1); Node = ExtendTo32(Node, Signed, Size); } Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, Node), OpCode)); } } public static void St_A(ShaderIrBlock Block, long OpCode) { ShaderIrNode[] Opers = GetOperAbuf20(OpCode); int Index = 0; foreach (ShaderIrNode OperA in Opers) { ShaderIrOperGpr OperD = GetOperGpr0(OpCode); OperD.Index += Index++; Block.AddNode(GetPredNode(new ShaderIrAsg(OperA, OperD), OpCode)); } } public static void Texq(ShaderIrBlock Block, long OpCode) { ShaderIrNode OperD = GetOperGpr0(OpCode); ShaderIrNode OperA = GetOperGpr8(OpCode); ShaderTexqInfo Info = (ShaderTexqInfo)((OpCode >> 22) & 0x1f); ShaderIrMetaTexq Meta0 = new ShaderIrMetaTexq(Info, 0); ShaderIrMetaTexq Meta1 = new ShaderIrMetaTexq(Info, 1); ShaderIrNode OperC = GetOperImm13_36(OpCode); ShaderIrOp Op0 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta0); ShaderIrOp Op1 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta1); Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, Op0), OpCode)); Block.AddNode(GetPredNode(new ShaderIrAsg(OperA, Op1), OpCode)); //Is this right? } public static void Tex(ShaderIrBlock Block, long OpCode) { //TODO: Support other formats. ShaderIrOperGpr[] Coords = new ShaderIrOperGpr[2]; for (int Index = 0; Index < Coords.Length; Index++) { Coords[Index] = GetOperGpr8(OpCode); Coords[Index].Index += Index; if (Coords[Index].Index > ShaderIrOperGpr.ZRIndex) { Coords[Index].Index = ShaderIrOperGpr.ZRIndex; } } int ChMask = (int)(OpCode >> 31) & 0xf; ShaderIrNode OperC = GetOperImm13_36(OpCode); for (int Ch = 0; Ch < 4; Ch++) { ShaderIrOperGpr Dst = new ShaderIrOperGpr(TempRegStart + Ch); ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch); ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Texs, Coords[0], Coords[1], OperC, Meta); Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Op), OpCode)); } int RegInc = 0; for (int Ch = 0; Ch < 4; Ch++) { if (!IsChannelUsed(ChMask, Ch)) { continue; } ShaderIrOperGpr Src = new ShaderIrOperGpr(TempRegStart + Ch); ShaderIrOperGpr Dst = GetOperGpr0(OpCode); Dst.Index += RegInc++; if (Dst.Index >= ShaderIrOperGpr.ZRIndex) { continue; } Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Src), OpCode)); } } public static void Texs(ShaderIrBlock Block, long OpCode) { EmitTex(Block, OpCode, ShaderIrInst.Texs); } public static void Tlds(ShaderIrBlock Block, long OpCode) { EmitTex(Block, OpCode, ShaderIrInst.Txlf); } private static void EmitTex(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst) { //TODO: Support other formats. ShaderIrNode OperA = GetOperGpr8 (OpCode); ShaderIrNode OperB = GetOperGpr20 (OpCode); ShaderIrNode OperC = GetOperImm13_36(OpCode); int LutIndex; LutIndex = GetOperGpr0(OpCode).Index != ShaderIrOperGpr.ZRIndex ? 1 : 0; LutIndex |= GetOperGpr28(OpCode).Index != ShaderIrOperGpr.ZRIndex ? 2 : 0; int ChMask = MaskLut[LutIndex, (OpCode >> 50) & 7]; for (int Ch = 0; Ch < 4; Ch++) { ShaderIrOperGpr Dst = new ShaderIrOperGpr(TempRegStart + Ch); ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch); ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB, OperC, Meta); Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Op), OpCode)); } int RegInc = 0; for (int Ch = 0; Ch < 4; Ch++) { if (!IsChannelUsed(ChMask, Ch)) { continue; } ShaderIrOperGpr Src = new ShaderIrOperGpr(TempRegStart + Ch); ShaderIrOperGpr Dst = (RegInc >> 1) != 0 ? GetOperGpr28(OpCode) : GetOperGpr0 (OpCode); Dst.Index += RegInc++ & 1; if (Dst.Index >= ShaderIrOperGpr.ZRIndex) { continue; } Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Src), OpCode)); } } private static bool IsChannelUsed(int ChMask, int Ch) { return (ChMask & (1 << Ch)) != 0; } } }