using System; namespace Ryujinx.Graphics.Gal.Shader { static class ShaderOpCodeTable { private const int EncodingBits = 14; private class ShaderDecodeEntry { public ShaderDecodeFunc Func; public int XBits; public ShaderDecodeEntry(ShaderDecodeFunc Func, int XBits) { this.Func = Func; this.XBits = XBits; } } private static ShaderDecodeEntry[] OpCodes; static ShaderOpCodeTable() { OpCodes = new ShaderDecodeEntry[1 << EncodingBits]; #region Instructions Set("0100110000000x", ShaderDecode.Bfe_C); Set("0011100x00000x", ShaderDecode.Bfe_I); Set("0101110000000x", ShaderDecode.Bfe_R); Set("111000100100xx", ShaderDecode.Bra); Set("111000110000xx", ShaderDecode.Exit); Set("0100110010101x", ShaderDecode.F2f_C); Set("0011100x10101x", ShaderDecode.F2f_I); Set("0101110010101x", ShaderDecode.F2f_R); Set("0100110010110x", ShaderDecode.F2i_C); Set("0011100x10110x", ShaderDecode.F2i_I); Set("0101110010110x", ShaderDecode.F2i_R); Set("0100110001011x", ShaderDecode.Fadd_C); Set("0011100x01011x", ShaderDecode.Fadd_I); Set("000010xxxxxxxx", ShaderDecode.Fadd_I32); Set("0101110001011x", ShaderDecode.Fadd_R); Set("010010011xxxxx", ShaderDecode.Ffma_CR); Set("0011001x1xxxxx", ShaderDecode.Ffma_I); Set("010100011xxxxx", ShaderDecode.Ffma_RC); Set("010110011xxxxx", ShaderDecode.Ffma_RR); Set("0100110001101x", ShaderDecode.Fmul_C); Set("0011100x01101x", ShaderDecode.Fmul_I); Set("00011110xxxxxx", ShaderDecode.Fmul_I32); Set("0101110001101x", ShaderDecode.Fmul_R); Set("0100110001100x", ShaderDecode.Fmnmx_C); Set("0011100x01100x", ShaderDecode.Fmnmx_I); Set("0101110001100x", ShaderDecode.Fmnmx_R); Set("0100100xxxxxxx", ShaderDecode.Fset_C); Set("0011000xxxxxxx", ShaderDecode.Fset_I); Set("01011000xxxxxx", ShaderDecode.Fset_R); Set("010010111011xx", ShaderDecode.Fsetp_C); Set("0011011x1011xx", ShaderDecode.Fsetp_I); Set("010110111011xx", ShaderDecode.Fsetp_R); Set("0100110010111x", ShaderDecode.I2f_C); Set("0011100x10111x", ShaderDecode.I2f_I); Set("0101110010111x", ShaderDecode.I2f_R); Set("0100110011100x", ShaderDecode.I2i_C); Set("0011100x11100x", ShaderDecode.I2i_I); Set("0101110011100x", ShaderDecode.I2i_R); Set("0100110000010x", ShaderDecode.Iadd_C); Set("0011100000010x", ShaderDecode.Iadd_I); Set("0001110x0xxxxx", ShaderDecode.Iadd_I32); Set("0101110000010x", ShaderDecode.Iadd_R); Set("010011001100xx", ShaderDecode.Iadd3_C); Set("001110001100xx", ShaderDecode.Iadd3_I); Set("010111001100xx", ShaderDecode.Iadd3_R); Set("0100110000100x", ShaderDecode.Imnmx_C); Set("0011100x00100x", ShaderDecode.Imnmx_I); Set("0101110000100x", ShaderDecode.Imnmx_R); Set("1110111111010x", ShaderDecode.Isberd); Set("11100000xxxxxx", ShaderDecode.Ipa); Set("0100110000011x", ShaderDecode.Iscadd_C); Set("0011100x00011x", ShaderDecode.Iscadd_I); Set("0101110000011x", ShaderDecode.Iscadd_R); Set("010010110101xx", ShaderDecode.Iset_C); Set("001101100101xx", ShaderDecode.Iset_I); Set("010110110101xx", ShaderDecode.Iset_R); Set("010010110110xx", ShaderDecode.Isetp_C); Set("0011011x0110xx", ShaderDecode.Isetp_I); Set("010110110110xx", ShaderDecode.Isetp_R); Set("111000110011xx", ShaderDecode.Kil); Set("1110111111011x", ShaderDecode.Ld_A); Set("1110111110010x", ShaderDecode.Ld_C); Set("0100110001000x", ShaderDecode.Lop_C); Set("0011100001000x", ShaderDecode.Lop_I); Set("000001xxxxxxxx", ShaderDecode.Lop_I32); Set("0101110001000x", ShaderDecode.Lop_R); Set("0100110010011x", ShaderDecode.Mov_C); Set("0011100x10011x", ShaderDecode.Mov_I); Set("000000010000xx", ShaderDecode.Mov_I32); Set("0101110010011x", ShaderDecode.Mov_R); Set("1111000011001x", ShaderDecode.Mov_S); Set("0101000010000x", ShaderDecode.Mufu); Set("1111101111100x", ShaderDecode.Out_R); Set("0101000010010x", ShaderDecode.Psetp); Set("0100110010010x", ShaderDecode.Rro_C); Set("0011100x10010x", ShaderDecode.Rro_I); Set("0101110010010x", ShaderDecode.Rro_R); Set("0100110010100x", ShaderDecode.Sel_C); Set("0011100010100x", ShaderDecode.Sel_I); Set("0101110010100x", ShaderDecode.Sel_R); Set("0100110001001x", ShaderDecode.Shl_C); Set("0011100x01001x", ShaderDecode.Shl_I); Set("0101110001001x", ShaderDecode.Shl_R); Set("0100110000101x", ShaderDecode.Shr_C); Set("0011100x00101x", ShaderDecode.Shr_I); Set("0101110000101x", ShaderDecode.Shr_R); Set("111000101001xx", ShaderDecode.Ssy); Set("1110111111110x", ShaderDecode.St_A); Set("1111000011111x", ShaderDecode.Sync); Set("110000xxxx111x", ShaderDecode.Tex); Set("1101111010111x", ShaderDecode.Tex_B); Set("1101111101001x", ShaderDecode.Texq); Set("1101100xxxxxxx", ShaderDecode.Texs); Set("1101101xxxxxxx", ShaderDecode.Tlds); Set("01011111xxxxxx", ShaderDecode.Vmad); Set("0100111xxxxxxx", ShaderDecode.Xmad_CR); Set("0011011x00xxxx", ShaderDecode.Xmad_I); Set("010100010xxxxx", ShaderDecode.Xmad_RC); Set("0101101100xxxx", ShaderDecode.Xmad_RR); #endregion } private static void Set(string Encoding, ShaderDecodeFunc Func) { if (Encoding.Length != EncodingBits) { throw new ArgumentException(nameof(Encoding)); } int Bit = Encoding.Length - 1; int Value = 0; int XMask = 0; int XBits = 0; int[] XPos = new int[Encoding.Length]; for (int Index = 0; Index < Encoding.Length; Index++, Bit--) { char Chr = Encoding[Index]; if (Chr == '1') { Value |= 1 << Bit; } else if (Chr == 'x') { XMask |= 1 << Bit; XPos[XBits++] = Bit; } } XMask = ~XMask; ShaderDecodeEntry Entry = new ShaderDecodeEntry(Func, XBits); for (int Index = 0; Index < (1 << XBits); Index++) { Value &= XMask; for (int X = 0; X < XBits; X++) { Value |= ((Index >> X) & 1) << XPos[X]; } if (OpCodes[Value] == null || OpCodes[Value].XBits > XBits) { OpCodes[Value] = Entry; } } } public static ShaderDecodeFunc GetDecoder(long OpCode) { return OpCodes[(ulong)OpCode >> (64 - EncodingBits)]?.Func; } } }