ce1d5be212
* 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
260 lines
No EOL
7.3 KiB
C#
260 lines
No EOL
7.3 KiB
C#
using System;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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static partial class ShaderDecode
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{
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private static int Read(this long OpCode, int Position, int Mask)
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{
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return (int)(OpCode >> Position) & Mask;
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}
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private static bool Read(this long OpCode, int Position)
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{
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return ((OpCode >> Position) & 1) != 0;
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}
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private static int Branch(this long OpCode)
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{
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return ((int)(OpCode >> 20) << 8) >> 8;
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}
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private static ShaderIrOperAbuf[] Abuf20(this long OpCode)
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{
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int Abuf = OpCode.Read(20, 0x3ff);
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int Size = OpCode.Read(47, 3);
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ShaderIrOperGpr Vertex = OpCode.Gpr39();
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ShaderIrOperAbuf[] Opers = new ShaderIrOperAbuf[Size + 1];
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for (int Index = 0; Index <= Size; Index++)
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{
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Opers[Index] = new ShaderIrOperAbuf(Abuf + Index * 4, Vertex);
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}
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return Opers;
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}
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private static ShaderIrOperAbuf Abuf28(this long OpCode)
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{
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int Abuf = OpCode.Read(28, 0x3ff);
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return new ShaderIrOperAbuf(Abuf, OpCode.Gpr39());
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}
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private static ShaderIrOperCbuf Cbuf34(this long OpCode)
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{
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return new ShaderIrOperCbuf(
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OpCode.Read(34, 0x1f),
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OpCode.Read(20, 0x3fff));
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}
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private static ShaderIrOperGpr Gpr8(this long OpCode)
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{
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return new ShaderIrOperGpr(OpCode.Read(8, 0xff));
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}
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private static ShaderIrOperGpr Gpr20(this long OpCode)
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{
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return new ShaderIrOperGpr(OpCode.Read(20, 0xff));
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}
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private static ShaderIrOperGpr Gpr39(this long OpCode)
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{
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return new ShaderIrOperGpr(OpCode.Read(39, 0xff));
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}
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private static ShaderIrOperGpr Gpr0(this long OpCode)
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{
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return new ShaderIrOperGpr(OpCode.Read(0, 0xff));
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}
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private static ShaderIrOperGpr Gpr28(this long OpCode)
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{
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return new ShaderIrOperGpr(OpCode.Read(28, 0xff));
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}
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private static ShaderIrOperImm Imm5_39(this long OpCode)
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{
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return new ShaderIrOperImm(OpCode.Read(39, 0x1f));
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}
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private static ShaderIrOperImm Imm13_36(this long OpCode)
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{
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return new ShaderIrOperImm(OpCode.Read(36, 0x1fff));
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}
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private static ShaderIrOperImm Imm32_20(this long OpCode)
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{
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return new ShaderIrOperImm((int)(OpCode >> 20));
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}
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private static ShaderIrOperImmf Immf32_20(this long OpCode)
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{
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return new ShaderIrOperImmf(BitConverter.Int32BitsToSingle((int)(OpCode >> 20)));
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}
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private static ShaderIrOperImm Imm19_20(this long OpCode)
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{
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int Value = OpCode.Read(20, 0x7ffff);
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bool Neg = OpCode.Read(56);
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if (Neg)
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{
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Value = -Value;
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}
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return new ShaderIrOperImm(Value);
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}
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private static ShaderIrOperImmf Immf19_20(this long OpCode)
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{
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uint Imm = (uint)(OpCode >> 20) & 0x7ffff;
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bool Neg = OpCode.Read(56);
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Imm <<= 12;
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if (Neg)
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{
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Imm |= 0x80000000;
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}
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float Value = BitConverter.Int32BitsToSingle((int)Imm);
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return new ShaderIrOperImmf(Value);
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}
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private static ShaderIrOperPred Pred0(this long OpCode)
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{
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return new ShaderIrOperPred(OpCode.Read(0, 7));
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}
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private static ShaderIrOperPred Pred3(this long OpCode)
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{
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return new ShaderIrOperPred(OpCode.Read(3, 7));
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}
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private static ShaderIrOperPred Pred12(this long OpCode)
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{
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return new ShaderIrOperPred(OpCode.Read(12, 7));
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}
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private static ShaderIrOperPred Pred29(this long OpCode)
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{
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return new ShaderIrOperPred(OpCode.Read(29, 7));
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}
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private static ShaderIrNode Pred39N(this long OpCode)
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{
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ShaderIrNode Node = OpCode.Pred39();
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if (OpCode.Read(42))
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{
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Node = new ShaderIrOp(ShaderIrInst.Bnot, Node);
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}
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return Node;
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}
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private static ShaderIrOperPred Pred39(this long OpCode)
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{
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return new ShaderIrOperPred(OpCode.Read(39, 7));
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}
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private static ShaderIrOperPred Pred48(this long OpCode)
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{
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return new ShaderIrOperPred(OpCode.Read(48, 7));
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}
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private static ShaderIrInst Cmp(this long OpCode)
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{
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switch (OpCode.Read(49, 7))
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{
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case 1: return ShaderIrInst.Clt;
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case 2: return ShaderIrInst.Ceq;
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case 3: return ShaderIrInst.Cle;
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case 4: return ShaderIrInst.Cgt;
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case 5: return ShaderIrInst.Cne;
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case 6: return ShaderIrInst.Cge;
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}
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throw new ArgumentException(nameof(OpCode));
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}
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private static ShaderIrInst CmpF(this long OpCode)
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{
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switch (OpCode.Read(48, 0xf))
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{
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case 0x1: return ShaderIrInst.Fclt;
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case 0x2: return ShaderIrInst.Fceq;
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case 0x3: return ShaderIrInst.Fcle;
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case 0x4: return ShaderIrInst.Fcgt;
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case 0x5: return ShaderIrInst.Fcne;
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case 0x6: return ShaderIrInst.Fcge;
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case 0x7: return ShaderIrInst.Fcnum;
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case 0x8: return ShaderIrInst.Fcnan;
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case 0x9: return ShaderIrInst.Fcltu;
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case 0xa: return ShaderIrInst.Fcequ;
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case 0xb: return ShaderIrInst.Fcleu;
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case 0xc: return ShaderIrInst.Fcgtu;
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case 0xd: return ShaderIrInst.Fcneu;
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case 0xe: return ShaderIrInst.Fcgeu;
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}
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throw new ArgumentException(nameof(OpCode));
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}
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private static ShaderIrInst BLop45(this long OpCode)
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{
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switch (OpCode.Read(45, 3))
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{
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case 0: return ShaderIrInst.Band;
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case 1: return ShaderIrInst.Bor;
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case 2: return ShaderIrInst.Bxor;
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}
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throw new ArgumentException(nameof(OpCode));
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}
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private static ShaderIrInst BLop24(this long OpCode)
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{
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switch (OpCode.Read(24, 3))
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{
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case 0: return ShaderIrInst.Band;
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case 1: return ShaderIrInst.Bor;
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case 2: return ShaderIrInst.Bxor;
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}
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throw new ArgumentException(nameof(OpCode));
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}
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private static ShaderIrNode PredNode(this long OpCode, ShaderIrNode Node)
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{
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ShaderIrOperPred Pred = OpCode.PredNode();
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if (Pred.Index != ShaderIrOperPred.UnusedIndex)
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{
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bool Inv = OpCode.Read(19);
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Node = new ShaderIrCond(Pred, Node, Inv);
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}
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return Node;
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}
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private static ShaderIrOperPred PredNode(this long OpCode)
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{
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int Pred = OpCode.Read(16, 0xf);
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if (Pred != 0xf)
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{
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Pred &= 7;
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}
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return new ShaderIrOperPred(Pred);
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}
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}
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} |