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