Ryujinx/Ryujinx.Graphics/Gal/Shader/ShaderDecodeMove.cs
ReinUsesLisp ce1d5be212 Move GPU emulation from Ryujinx.HLE to Ryujinx.Graphics and misc changes (#402)
* Move GPU LLE emulation from HLE to Graphics

* Graphics: Move Gal/Texture to Texture

* Remove Engines/ directory and namespace

* Use tables for image formats

* Abstract OpCode decoding

* Simplify image table

* Do not leak Read* symbols in TextureReader

* Fixups

* Rename IGalFrameBuffer -> IGalRenderTarget

* Remove MaxBpp hardcoded value

* Change yet again texture data and add G8R8 flipping

* Rename GalFrameBufferFormat to GalSurfaceFormat

* Unident EnsureSetup in ImageHandler

* Add IsCompressed

* Address some feedback
2018-09-08 14:51:50 -03:00

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C#

using System;
using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
private enum IntType
{
U8 = 0,
U16 = 1,
U32 = 2,
U64 = 3,
S8 = 4,
S16 = 5,
S32 = 6,
S64 = 7
}
private enum FloatType
{
F16 = 1,
F32 = 2,
F64 = 3
}
public static void F2f_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitF2f(Block, OpCode, ShaderOper.CR);
}
public static void F2f_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitF2f(Block, OpCode, ShaderOper.Immf);
}
public static void F2f_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitF2f(Block, OpCode, ShaderOper.RR);
}
public static void F2i_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitF2i(Block, OpCode, ShaderOper.CR);
}
public static void F2i_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitF2i(Block, OpCode, ShaderOper.Immf);
}
public static void F2i_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitF2i(Block, OpCode, ShaderOper.RR);
}
public static void I2f_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitI2f(Block, OpCode, ShaderOper.CR);
}
public static void I2f_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitI2f(Block, OpCode, ShaderOper.Imm);
}
public static void I2f_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitI2f(Block, OpCode, ShaderOper.RR);
}
public static void I2i_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitI2i(Block, OpCode, ShaderOper.CR);
}
public static void I2i_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitI2i(Block, OpCode, ShaderOper.Imm);
}
public static void I2i_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitI2i(Block, OpCode, ShaderOper.RR);
}
public static void Isberd(ShaderIrBlock Block, long OpCode, long Position)
{
//This instruction seems to be used to translate from an address to a vertex index in a GS
//Stub it as such
Block.AddNode(new ShaderIrCmnt("Stubbed."));
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), OpCode.Gpr8())));
}
public static void Mov_C(ShaderIrBlock Block, long OpCode, long Position)
{
ShaderIrOperCbuf Cbuf = OpCode.Cbuf34();
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Cbuf)));
}
public static void Mov_I(ShaderIrBlock Block, long OpCode, long Position)
{
ShaderIrOperImm Imm = OpCode.Imm19_20();
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Imm)));
}
public static void Mov_I32(ShaderIrBlock Block, long OpCode, long Position)
{
ShaderIrOperImm Imm = OpCode.Imm32_20();
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Imm)));
}
public static void Mov_R(ShaderIrBlock Block, long OpCode, long Position)
{
ShaderIrOperGpr Gpr = OpCode.Gpr20();
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Gpr)));
}
public static void Sel_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitSel(Block, OpCode, ShaderOper.CR);
}
public static void Sel_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitSel(Block, OpCode, ShaderOper.Imm);
}
public static void Sel_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitSel(Block, OpCode, ShaderOper.RR);
}
public static void Mov_S(ShaderIrBlock Block, long OpCode, long Position)
{
Block.AddNode(new ShaderIrCmnt("Stubbed."));
//Zero is used as a special number to get a valid "0 * 0 + VertexIndex" in a GS
ShaderIrNode Source = new ShaderIrOperImm(0);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Source)));
}
private static void EmitF2f(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
bool NegA = OpCode.Read(45);
bool AbsA = OpCode.Read(49);
ShaderIrNode OperA;
switch (Oper)
{
case ShaderOper.CR: OperA = OpCode.Cbuf34(); break;
case ShaderOper.Immf: OperA = OpCode.Immf19_20(); break;
case ShaderOper.RR: OperA = OpCode.Gpr20(); break;
default: throw new ArgumentException(nameof(Oper));
}
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
ShaderIrInst RoundInst = GetRoundInst(OpCode);
if (RoundInst != ShaderIrInst.Invalid)
{
OperA = new ShaderIrOp(RoundInst, OperA);
}
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), OperA)));
}
private static void EmitF2i(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
IntType Type = GetIntType(OpCode);
if (Type == IntType.U64 ||
Type == IntType.S64)
{
//TODO: 64-bits support.
//Note: GLSL doesn't support 64-bits integers.
throw new NotImplementedException();
}
bool NegA = OpCode.Read(45);
bool AbsA = OpCode.Read(49);
ShaderIrNode OperA;
switch (Oper)
{
case ShaderOper.CR: OperA = OpCode.Cbuf34(); break;
case ShaderOper.Immf: OperA = OpCode.Immf19_20(); break;
case ShaderOper.RR: OperA = OpCode.Gpr20(); break;
default: throw new ArgumentException(nameof(Oper));
}
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
ShaderIrInst RoundInst = GetRoundInst(OpCode);
if (RoundInst != ShaderIrInst.Invalid)
{
OperA = new ShaderIrOp(RoundInst, OperA);
}
bool Signed = Type >= IntType.S8;
int Size = 8 << ((int)Type & 3);
if (Size < 32)
{
uint Mask = uint.MaxValue >> (32 - Size);
float CMin = 0;
float CMax = Mask;
if (Signed)
{
uint HalfMask = Mask >> 1;
CMin -= HalfMask + 1;
CMax = HalfMask;
}
ShaderIrOperImmf IMin = new ShaderIrOperImmf(CMin);
ShaderIrOperImmf IMax = new ShaderIrOperImmf(CMax);
OperA = new ShaderIrOp(ShaderIrInst.Fclamp, OperA, IMin, IMax);
}
ShaderIrInst Inst = Signed
? ShaderIrInst.Ftos
: ShaderIrInst.Ftou;
ShaderIrNode Op = new ShaderIrOp(Inst, OperA);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
}
private static void EmitI2f(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
IntType Type = GetIntType(OpCode);
if (Type == IntType.U64 ||
Type == IntType.S64)
{
//TODO: 64-bits support.
//Note: GLSL doesn't support 64-bits integers.
throw new NotImplementedException();
}
int Sel = OpCode.Read(41, 3);
bool NegA = OpCode.Read(45);
bool AbsA = OpCode.Read(49);
ShaderIrNode OperA;
switch (Oper)
{
case ShaderOper.CR: OperA = OpCode.Cbuf34(); break;
case ShaderOper.Imm: OperA = OpCode.Imm19_20(); break;
case ShaderOper.RR: OperA = OpCode.Gpr20(); break;
default: throw new ArgumentException(nameof(Oper));
}
OperA = GetAluIabsIneg(OperA, AbsA, NegA);
bool Signed = Type >= IntType.S8;
int Shift = Sel * 8;
int Size = 8 << ((int)Type & 3);
if (Shift != 0)
{
OperA = new ShaderIrOp(ShaderIrInst.Asr, OperA, new ShaderIrOperImm(Shift));
}
if (Size < 32)
{
OperA = ExtendTo32(OperA, Signed, Size);
}
ShaderIrInst Inst = Signed
? ShaderIrInst.Stof
: ShaderIrInst.Utof;
ShaderIrNode Op = new ShaderIrOp(Inst, OperA);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
}
private static void EmitI2i(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
IntType Type = GetIntType(OpCode);
if (Type == IntType.U64 ||
Type == IntType.S64)
{
//TODO: 64-bits support.
//Note: GLSL doesn't support 64-bits integers.
throw new NotImplementedException();
}
int Sel = OpCode.Read(41, 3);
bool NegA = OpCode.Read(45);
bool AbsA = OpCode.Read(49);
bool SatA = OpCode.Read(50);
ShaderIrNode OperA;
switch (Oper)
{
case ShaderOper.CR: OperA = OpCode.Cbuf34(); break;
case ShaderOper.Immf: OperA = OpCode.Immf19_20(); break;
case ShaderOper.RR: OperA = OpCode.Gpr20(); break;
default: throw new ArgumentException(nameof(Oper));
}
OperA = GetAluIabsIneg(OperA, AbsA, NegA);
bool Signed = Type >= IntType.S8;
int Shift = Sel * 8;
int Size = 8 << ((int)Type & 3);
if (Shift != 0)
{
OperA = new ShaderIrOp(ShaderIrInst.Asr, OperA, new ShaderIrOperImm(Shift));
}
if (Size < 32)
{
uint Mask = uint.MaxValue >> (32 - Size);
if (SatA)
{
uint CMin = 0;
uint CMax = Mask;
if (Signed)
{
uint HalfMask = Mask >> 1;
CMin -= HalfMask + 1;
CMax = HalfMask;
}
ShaderIrOperImm IMin = new ShaderIrOperImm((int)CMin);
ShaderIrOperImm IMax = new ShaderIrOperImm((int)CMax);
OperA = new ShaderIrOp(Signed
? ShaderIrInst.Clamps
: ShaderIrInst.Clampu, OperA, IMin, IMax);
}
else
{
OperA = ExtendTo32(OperA, Signed, Size);
}
}
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), OperA)));
}
private static void EmitSel(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
ShaderIrOperGpr Dst = OpCode.Gpr0();
ShaderIrNode Pred = OpCode.Pred39N();
ShaderIrNode ResultA = OpCode.Gpr8();
ShaderIrNode ResultB;
switch (Oper)
{
case ShaderOper.CR: ResultB = OpCode.Cbuf34(); break;
case ShaderOper.Imm: ResultB = OpCode.Imm19_20(); break;
case ShaderOper.RR: ResultB = OpCode.Gpr20(); break;
default: throw new ArgumentException(nameof(Oper));
}
Block.AddNode(OpCode.PredNode(new ShaderIrCond(Pred, new ShaderIrAsg(Dst, ResultA), false)));
Block.AddNode(OpCode.PredNode(new ShaderIrCond(Pred, new ShaderIrAsg(Dst, ResultB), true)));
}
private static IntType GetIntType(long OpCode)
{
bool Signed = OpCode.Read(13);
IntType Type = (IntType)(OpCode.Read(10, 3));
if (Signed)
{
Type += (int)IntType.S8;
}
return Type;
}
private static FloatType GetFloatType(long OpCode)
{
return (FloatType)(OpCode.Read(8, 3));
}
private static ShaderIrInst GetRoundInst(long OpCode)
{
switch (OpCode.Read(39, 3))
{
case 1: return ShaderIrInst.Floor;
case 2: return ShaderIrInst.Ceil;
case 3: return ShaderIrInst.Trunc;
}
return ShaderIrInst.Invalid;
}
}
}