using Ryujinx.Graphics.Shader.Decoders; using Ryujinx.Graphics.Shader.IntermediateRepresentation; using Ryujinx.Graphics.Shader.Translation; using static Ryujinx.Graphics.Shader.Instructions.InstEmitHelper; namespace Ryujinx.Graphics.Shader.Instructions { static partial class InstEmit { public static void RroR(EmitterContext context) { InstRroR op = context.GetOp(); EmitRro(context, GetSrcReg(context, op.SrcB), op.Dest, op.AbsB, op.NegB); } public static void RroI(EmitterContext context) { InstRroI op = context.GetOp(); EmitRro(context, GetSrcImm(context, Imm20ToFloat(op.Imm20)), op.Dest, op.AbsB, op.NegB); } public static void RroC(EmitterContext context) { InstRroC op = context.GetOp(); EmitRro(context, GetSrcCbuf(context, op.CbufSlot, op.CbufOffset), op.Dest, op.AbsB, op.NegB); } public static void Mufu(EmitterContext context) { InstMufu op = context.GetOp(); Operand res = context.FPAbsNeg(GetSrcReg(context, op.SrcA), op.AbsA, op.NegA); switch (op.MufuOp) { case MufuOp.Cos: res = context.FPCosine(res); break; case MufuOp.Sin: res = context.FPSine(res); break; case MufuOp.Ex2: res = context.FPExponentB2(res); break; case MufuOp.Lg2: res = context.FPLogarithmB2(res); break; case MufuOp.Rcp: res = context.FPReciprocal(res); break; case MufuOp.Rsq: res = context.FPReciprocalSquareRoot(res); break; case MufuOp.Rcp64h: res = context.PackDouble2x32(OperandHelper.Const(0), res); res = context.UnpackDouble2x32High(context.FPReciprocal(res, Instruction.FP64)); break; case MufuOp.Rsq64h: res = context.PackDouble2x32(OperandHelper.Const(0), res); res = context.UnpackDouble2x32High(context.FPReciprocalSquareRoot(res, Instruction.FP64)); break; case MufuOp.Sqrt: res = context.FPSquareRoot(res); break; default: context.Config.GpuAccessor.Log($"Invalid MUFU operation \"{op.MufuOp}\"."); break; } context.Copy(GetDest(op.Dest), context.FPSaturate(res, op.Sat)); } private static void EmitRro(EmitterContext context, Operand srcB, int rd, bool absB, bool negB) { // This is the range reduction operator, // we translate it as a simple move, as it // should be always followed by a matching // MUFU instruction. srcB = context.FPAbsNeg(srcB, absB, negB); context.Copy(GetDest(rd), srcB); } } }