suyu/src/video_core/shader/decode/bfi.cpp
ReinUsesLisp bf4dfb3ad4 shader: Use shared_ptr to store nodes and move initialization to file
Instead of having a vector of unique_ptr stored in a vector and
returning star pointers to this, use shared_ptr. While changing
initialization code, move it to a separate file when possible.

This is a first step to allow code analysis and node generation beyond
the ShaderIR class.
2019-06-05 20:41:52 -03:00

42 lines
1.3 KiB
C++

// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/assert.h"
#include "common/common_types.h"
#include "video_core/engines/shader_bytecode.h"
#include "video_core/shader/node_helper.h"
#include "video_core/shader/shader_ir.h"
namespace VideoCommon::Shader {
using Tegra::Shader::Instruction;
using Tegra::Shader::OpCode;
u32 ShaderIR::DecodeBfi(NodeBlock& bb, u32 pc) {
const Instruction instr = {program_code[pc]};
const auto opcode = OpCode::Decode(instr);
const auto [base, packed_shift] = [&]() -> std::tuple<Node, Node> {
switch (opcode->get().GetId()) {
case OpCode::Id::BFI_IMM_R:
return {GetRegister(instr.gpr39), Immediate(instr.alu.GetSignedImm20_20())};
default:
UNREACHABLE();
return {Immediate(0), Immediate(0)};
}
}();
const Node insert = GetRegister(instr.gpr8);
const Node offset = BitfieldExtract(packed_shift, 0, 8);
const Node bits = BitfieldExtract(packed_shift, 8, 8);
const Node value =
Operation(OperationCode::UBitfieldInsert, PRECISE, base, insert, offset, bits);
SetInternalFlagsFromInteger(bb, value, instr.generates_cc);
SetRegister(bb, instr.gpr0, value);
return pc;
}
} // namespace VideoCommon::Shader