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