Ryujinx/Ryujinx.Graphics.Shader/Decoders/OpCodeTextureScalar.cs
Mary 48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00

60 lines
2 KiB
C#

// ReSharper disable InconsistentNaming
using Ryujinx.Graphics.Shader.Instructions;
namespace Ryujinx.Graphics.Shader.Decoders
{
class OpCodeTextureScalar : OpCodeTextureBase
{
#region "Component mask LUT"
private const int ____ = 0x0;
private const int R___ = 0x1;
private const int _G__ = 0x2;
private const int RG__ = 0x3;
private const int __B_ = 0x4;
private const int RGB_ = 0x7;
private const int ___A = 0x8;
private const int R__A = 0x9;
private const int _G_A = 0xa;
private const int RG_A = 0xb;
private const int __BA = 0xc;
private const int R_BA = 0xd;
private const int _GBA = 0xe;
private const int RGBA = 0xf;
private static int[,] _maskLut = new int[,]
{
{ R___, _G__, __B_, ___A, RG__, R__A, _G_A, __BA },
{ RGB_, RG_A, R_BA, _GBA, RGBA, ____, ____, ____ }
};
#endregion
public Register Rd0 { get; }
public Register Ra { get; }
public Register Rb { get; }
public Register Rd1 { get; }
public int ComponentMask { get; protected set; }
protected int RawType;
public bool IsFp16 { get; protected set; }
public new static OpCode Create(InstEmitter emitter, ulong address, long opCode) => new OpCodeTextureScalar(emitter, address, opCode);
public OpCodeTextureScalar(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
{
Rd0 = new Register(opCode.Extract(0, 8), RegisterType.Gpr);
Ra = new Register(opCode.Extract(8, 8), RegisterType.Gpr);
Rb = new Register(opCode.Extract(20, 8), RegisterType.Gpr);
Rd1 = new Register(opCode.Extract(28, 8), RegisterType.Gpr);
int compSel = opCode.Extract(50, 3);
RawType = opCode.Extract(53, 4);
IsFp16 = !opCode.Extract(59);
ComponentMask = _maskLut[Rd1.IsRZ ? 0 : 1, compSel];
}
}
}