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* Get rid of Reflection.Emit dependency on CPU and Shader projects * Remove useless private sets * Missed those due to the alignment
50 lines
1.5 KiB
C#
50 lines
1.5 KiB
C#
using Ryujinx.Graphics.Shader.Instructions;
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namespace Ryujinx.Graphics.Shader.Decoders
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{
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class OpCodeImage : OpCode
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{
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public Register Ra { get; }
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public Register Rb { get; }
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public Register Rc { get; }
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public ImageComponents Components { get; }
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public IntegerSize Size { get; }
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public bool ByteAddress { get; }
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public ImageDimensions Dimensions { get; }
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public int Immediate { get; }
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public bool UseComponents { get; }
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public bool IsBindless { get; }
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public new static OpCode Create(InstEmitter emitter, ulong address, long opCode) => new OpCodeImage(emitter, address, opCode);
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public OpCodeImage(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
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{
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Ra = new Register(opCode.Extract(8, 8), RegisterType.Gpr);
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Rb = new Register(opCode.Extract(0, 8), RegisterType.Gpr);
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Rc = new Register(opCode.Extract(39, 8), RegisterType.Gpr);
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UseComponents = !opCode.Extract(52);
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if (UseComponents)
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{
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Components = (ImageComponents)opCode.Extract(20, 4);
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}
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else
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{
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Size = (IntegerSize)opCode.Extract(20, 4);
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}
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ByteAddress = opCode.Extract(23);
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Dimensions = (ImageDimensions)opCode.Extract(33, 3);
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Immediate = opCode.Extract(36, 13);
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IsBindless = !opCode.Extract(51);
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}
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}
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} |