using System; using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper; namespace Ryujinx.Graphics.Gal.Shader { static partial class ShaderDecode { public static void Fadd_C(ShaderIrBlock Block, long OpCode) { EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fadd); } public static void Fadd_I(ShaderIrBlock Block, long OpCode) { EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fadd); } public static void Fadd_R(ShaderIrBlock Block, long OpCode) { EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fadd); } public static void Ffma_CR(ShaderIrBlock Block, long OpCode) { EmitAluFfma(Block, OpCode, ShaderOper.CR); } public static void Ffma_I(ShaderIrBlock Block, long OpCode) { EmitAluFfma(Block, OpCode, ShaderOper.Immf); } public static void Ffma_RC(ShaderIrBlock Block, long OpCode) { EmitAluFfma(Block, OpCode, ShaderOper.RC); } public static void Ffma_RR(ShaderIrBlock Block, long OpCode) { EmitAluFfma(Block, OpCode, ShaderOper.RR); } public static void Fmul32i(ShaderIrBlock Block, long OpCode) { ShaderIrNode OperA = GetOperGpr8 (OpCode); ShaderIrNode OperB = GetOperImmf32_20(OpCode); ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB); Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode)); } public static void Fmul_C(ShaderIrBlock Block, long OpCode) { EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fmul); } public static void Fmul_I(ShaderIrBlock Block, long OpCode) { EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fmul); } public static void Fmul_R(ShaderIrBlock Block, long OpCode) { EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fmul); } public static void Fsetp_C(ShaderIrBlock Block, long OpCode) { EmitFsetp(Block, OpCode, ShaderOper.CR); } public static void Fsetp_I(ShaderIrBlock Block, long OpCode) { EmitFsetp(Block, OpCode, ShaderOper.Immf); } public static void Fsetp_R(ShaderIrBlock Block, long OpCode) { EmitFsetp(Block, OpCode, ShaderOper.RR); } public static void Ipa(ShaderIrBlock Block, long OpCode) { ShaderIrNode OperA = GetOperAbuf28(OpCode); ShaderIrNode OperB = GetOperGpr20 (OpCode); ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ipa, OperA, OperB); Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode)); } public static void Isetp_C(ShaderIrBlock Block, long OpCode) { EmitIsetp(Block, OpCode, ShaderOper.CR); } public static void Isetp_I(ShaderIrBlock Block, long OpCode) { EmitIsetp(Block, OpCode, ShaderOper.Imm); } public static void Isetp_R(ShaderIrBlock Block, long OpCode) { EmitIsetp(Block, OpCode, ShaderOper.RR); } public static void Lop32i(ShaderIrBlock Block, long OpCode) { int SubOp = (int)(OpCode >> 53) & 3; bool Ia = ((OpCode >> 55) & 1) != 0; bool Ib = ((OpCode >> 56) & 1) != 0; ShaderIrInst Inst = 0; switch (SubOp) { case 0: Inst = ShaderIrInst.And; break; case 1: Inst = ShaderIrInst.Or; break; case 2: Inst = ShaderIrInst.Xor; break; } ShaderIrNode OperA = GetAluNot(GetOperGpr8(OpCode), Ia); //SubOp == 3 is pass, used by the not instruction //which just moves the inverted register value. if (SubOp < 3) { ShaderIrNode OperB = GetAluNot(GetOperImm32_20(OpCode), Ib); ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB); Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode)); } else { Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode)); } } public static void Mufu(ShaderIrBlock Block, long OpCode) { int SubOp = (int)(OpCode >> 20) & 7; bool Aa = ((OpCode >> 46) & 1) != 0; bool Na = ((OpCode >> 48) & 1) != 0; ShaderIrInst Inst = 0; switch (SubOp) { case 0: Inst = ShaderIrInst.Fcos; break; case 1: Inst = ShaderIrInst.Fsin; break; case 2: Inst = ShaderIrInst.Fex2; break; case 3: Inst = ShaderIrInst.Flg2; break; case 4: Inst = ShaderIrInst.Frcp; break; case 5: Inst = ShaderIrInst.Frsq; break; default: throw new NotImplementedException(SubOp.ToString()); } ShaderIrNode OperA = GetOperGpr8(OpCode); ShaderIrOp Op = new ShaderIrOp(Inst, GetAluAbsNeg(OperA, Aa, Na)); Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode)); } public static void Shr_C(ShaderIrBlock Block, long OpCode) { EmitAluBinary(Block, OpCode, ShaderOper.CR, GetShrInst(OpCode)); } public static void Shr_I(ShaderIrBlock Block, long OpCode) { EmitAluBinary(Block, OpCode, ShaderOper.Imm, GetShrInst(OpCode)); } public static void Shr_R(ShaderIrBlock Block, long OpCode) { EmitAluBinary(Block, OpCode, ShaderOper.RR, GetShrInst(OpCode)); } private static ShaderIrInst GetShrInst(long OpCode) { bool Signed = ((OpCode >> 48) & 1) != 0; return Signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr; } private static void EmitAluBinary( ShaderIrBlock Block, long OpCode, ShaderOper Oper, ShaderIrInst Inst) { ShaderIrNode OperA = GetOperGpr8(OpCode), OperB; switch (Oper) { case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break; case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break; case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break; default: throw new ArgumentException(nameof(Oper)); } ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB); Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode)); } private static void EmitAluBinaryF( ShaderIrBlock Block, long OpCode, ShaderOper Oper, ShaderIrInst Inst) { bool Nb = ((OpCode >> 45) & 1) != 0; bool Aa = ((OpCode >> 46) & 1) != 0; bool Na = ((OpCode >> 48) & 1) != 0; bool Ab = ((OpCode >> 49) & 1) != 0; ShaderIrNode OperA = GetOperGpr8(OpCode), OperB; if (Inst == ShaderIrInst.Fadd) { OperA = GetAluAbsNeg(OperA, Aa, Na); } switch (Oper) { case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break; case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break; case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break; default: throw new ArgumentException(nameof(Oper)); } OperB = GetAluAbsNeg(OperB, Ab, Nb); ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB); Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode)); } private static void EmitAluFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper) { bool Nb = ((OpCode >> 48) & 1) != 0; bool Nc = ((OpCode >> 49) & 1) != 0; ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC; switch (Oper) { case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break; case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break; case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break; case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break; default: throw new ArgumentException(nameof(Oper)); } OperB = GetAluNeg(OperB, Nb); if (Oper == ShaderOper.RC) { OperC = GetAluNeg(GetOperCbuf34(OpCode), Nc); } else { OperC = GetAluNeg(GetOperGpr39(OpCode), Nc); } ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC); Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode)); } private static void EmitFsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper) { EmitSetp(Block, OpCode, true, Oper); } private static void EmitIsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper) { EmitSetp(Block, OpCode, false, Oper); } private static void EmitSetp(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper) { bool Aa = ((OpCode >> 7) & 1) != 0; bool Np = ((OpCode >> 42) & 1) != 0; bool Na = ((OpCode >> 43) & 1) != 0; bool Ab = ((OpCode >> 44) & 1) != 0; ShaderIrNode OperA = GetOperGpr8(OpCode), OperB; switch (Oper) { case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break; case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break; case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break; case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break; default: throw new ArgumentException(nameof(Oper)); } ShaderIrInst CmpInst; if (IsFloat) { OperA = GetAluAbsNeg(OperA, Aa, Na); OperB = GetAluAbs (OperB, Ab); CmpInst = GetCmpF(OpCode); } else { CmpInst = GetCmp(OpCode); } ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB); ShaderIrOperPred P0Node = GetOperPred3 (OpCode); ShaderIrOperPred P1Node = GetOperPred0 (OpCode); ShaderIrOperPred P2Node = GetOperPred39(OpCode); Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode)); ShaderIrInst LopInst = GetBLop(OpCode); if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst) { return; } ShaderIrNode P2NNode = P2Node; if (Np) { P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode); } Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node); Op = new ShaderIrOp(LopInst, Op, P2NNode); Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode)); Op = new ShaderIrOp(LopInst, P0Node, P2NNode); Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode)); } } }