using System; namespace Ryujinx.Graphics.Gal.Shader { static class ShaderDecodeHelper { public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg) { return GetAluFneg(GetAluFabs(Node, Abs), Neg); } public static ShaderIrNode GetAluFabs(ShaderIrNode Node, bool Abs) { return Abs ? new ShaderIrOp(ShaderIrInst.Fabs, Node) : Node; } public static ShaderIrNode GetAluFneg(ShaderIrNode Node, bool Neg) { return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node; } public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg) { return GetAluIneg(GetAluIabs(Node, Abs), Neg); } public static ShaderIrNode GetAluIabs(ShaderIrNode Node, bool Abs) { return Abs ? new ShaderIrOp(ShaderIrInst.Abs, Node) : Node; } public static ShaderIrNode GetAluIneg(ShaderIrNode Node, bool Neg) { return Neg ? new ShaderIrOp(ShaderIrInst.Neg, Node) : Node; } public static ShaderIrNode GetAluNot(ShaderIrNode Node, bool Not) { return Not ? new ShaderIrOp(ShaderIrInst.Not, Node) : Node; } public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, int Size) { int Shift = 32 - Size; ShaderIrInst RightShift = Signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr; Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, new ShaderIrOperImm(Shift)); Node = new ShaderIrOp(RightShift, Node, new ShaderIrOperImm(Shift)); return Node; } public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, ShaderIrNode Size) { ShaderIrOperImm WordSize = new ShaderIrOperImm(32); ShaderIrOp Shift = new ShaderIrOp(ShaderIrInst.Sub, WordSize, Size); ShaderIrInst RightShift = Signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr; Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, Shift); Node = new ShaderIrOp(RightShift, Node, Shift); return Node; } } }