using Ryujinx.Graphics.Shader.Instructions; namespace Ryujinx.Graphics.Shader.Decoders { class OpCodeImage : OpCodeTextureBase { public Register Ra { get; } public Register Rb { get; } public Register Rc { get; } public ImageComponents Components { get; } public IntegerSize Size { get; } public bool ByteAddress { get; } public ImageDimensions Dimensions { get; } public bool UseComponents { get; } public bool IsBindless { get; } public new static OpCode Create(InstEmitter emitter, ulong address, long opCode) => new OpCodeImage(emitter, address, opCode); public OpCodeImage(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode) { Ra = new Register(opCode.Extract(8, 8), RegisterType.Gpr); Rb = new Register(opCode.Extract(0, 8), RegisterType.Gpr); Rc = new Register(opCode.Extract(39, 8), RegisterType.Gpr); UseComponents = !opCode.Extract(52); if (UseComponents) { Components = (ImageComponents)opCode.Extract(20, 4); } else { Size = (IntegerSize)opCode.Extract(20, 4); } ByteAddress = opCode.Extract(23); Dimensions = (ImageDimensions)opCode.Extract(33, 3); IsBindless = !opCode.Extract(51); } } }