cc298c676a
* Enable from Ryujinx.conf * Adapt to use OpenTK.NetStandard * Implement usage of UBOs for GLSL and SPIR-V * Fix a NVidia related issue * Use constant from UniformBinding
93 lines
No EOL
2.8 KiB
C#
93 lines
No EOL
2.8 KiB
C#
using System;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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public class ShaderDecompiler
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{
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protected enum OperType
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{
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Bool,
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F32,
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I32
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}
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protected static bool IsValidOutOper(ShaderIrNode Node)
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{
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if (Node is ShaderIrOperGpr Gpr && Gpr.IsConst)
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{
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return false;
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}
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else if (Node is ShaderIrOperPred Pred && Pred.IsConst)
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{
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return false;
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}
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return true;
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}
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protected static OperType GetDstNodeType(ShaderIrNode Node)
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{
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//Special case instructions with the result type different
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//from the input types (like integer <-> float conversion) here.
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if (Node is ShaderIrOp Op)
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{
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switch (Op.Inst)
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{
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case ShaderIrInst.Stof:
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case ShaderIrInst.Txlf:
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case ShaderIrInst.Utof:
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return OperType.F32;
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case ShaderIrInst.Ftos:
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case ShaderIrInst.Ftou:
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return OperType.I32;
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}
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}
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return GetSrcNodeType(Node);
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}
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protected static OperType GetSrcNodeType(ShaderIrNode Node)
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{
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switch (Node)
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{
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case ShaderIrOperAbuf Abuf:
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return Abuf.Offs == GlslDecl.VertexIdAttr ||
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Abuf.Offs == GlslDecl.InstanceIdAttr
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? OperType.I32
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: OperType.F32;
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case ShaderIrOperCbuf Cbuf: return OperType.F32;
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case ShaderIrOperGpr Gpr: return OperType.F32;
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case ShaderIrOperImm Imm: return OperType.I32;
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case ShaderIrOperImmf Immf: return OperType.F32;
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case ShaderIrOperPred Pred: return OperType.Bool;
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case ShaderIrOp Op:
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if (Op.Inst > ShaderIrInst.B_Start &&
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Op.Inst < ShaderIrInst.B_End)
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{
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return OperType.Bool;
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}
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else if (Op.Inst > ShaderIrInst.F_Start &&
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Op.Inst < ShaderIrInst.F_End)
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{
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return OperType.F32;
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}
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else if (Op.Inst > ShaderIrInst.I_Start &&
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Op.Inst < ShaderIrInst.I_End)
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{
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return OperType.I32;
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}
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break;
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}
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throw new ArgumentException(nameof(Node));
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}
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protected static int DeclKeySelector(ShaderDeclInfo DeclInfo)
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{
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return DeclInfo.Cbuf << 24 | DeclInfo.Index;
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}
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}
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} |