mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-26 22:01:21 -08:00
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
7.3 KiB
C#
260 lines
7.3 KiB
C#
using System;
|
|
|
|
namespace Ryujinx.Graphics.Gal.Shader
|
|
{
|
|
static partial class ShaderDecode
|
|
{
|
|
private static int Read(this long OpCode, int Position, int Mask)
|
|
{
|
|
return (int)(OpCode >> Position) & Mask;
|
|
}
|
|
|
|
private static bool Read(this long OpCode, int Position)
|
|
{
|
|
return ((OpCode >> Position) & 1) != 0;
|
|
}
|
|
|
|
private static int Branch(this long OpCode)
|
|
{
|
|
return ((int)(OpCode >> 20) << 8) >> 8;
|
|
}
|
|
|
|
private static ShaderIrOperAbuf[] Abuf20(this long OpCode)
|
|
{
|
|
int Abuf = OpCode.Read(20, 0x3ff);
|
|
int Size = OpCode.Read(47, 3);
|
|
|
|
ShaderIrOperGpr Vertex = OpCode.Gpr39();
|
|
|
|
ShaderIrOperAbuf[] Opers = new ShaderIrOperAbuf[Size + 1];
|
|
|
|
for (int Index = 0; Index <= Size; Index++)
|
|
{
|
|
Opers[Index] = new ShaderIrOperAbuf(Abuf + Index * 4, Vertex);
|
|
}
|
|
|
|
return Opers;
|
|
}
|
|
|
|
private static ShaderIrOperAbuf Abuf28(this long OpCode)
|
|
{
|
|
int Abuf = OpCode.Read(28, 0x3ff);
|
|
|
|
return new ShaderIrOperAbuf(Abuf, OpCode.Gpr39());
|
|
}
|
|
|
|
private static ShaderIrOperCbuf Cbuf34(this long OpCode)
|
|
{
|
|
return new ShaderIrOperCbuf(
|
|
OpCode.Read(34, 0x1f),
|
|
OpCode.Read(20, 0x3fff));
|
|
}
|
|
|
|
private static ShaderIrOperGpr Gpr8(this long OpCode)
|
|
{
|
|
return new ShaderIrOperGpr(OpCode.Read(8, 0xff));
|
|
}
|
|
|
|
private static ShaderIrOperGpr Gpr20(this long OpCode)
|
|
{
|
|
return new ShaderIrOperGpr(OpCode.Read(20, 0xff));
|
|
}
|
|
|
|
private static ShaderIrOperGpr Gpr39(this long OpCode)
|
|
{
|
|
return new ShaderIrOperGpr(OpCode.Read(39, 0xff));
|
|
}
|
|
|
|
private static ShaderIrOperGpr Gpr0(this long OpCode)
|
|
{
|
|
return new ShaderIrOperGpr(OpCode.Read(0, 0xff));
|
|
}
|
|
|
|
private static ShaderIrOperGpr Gpr28(this long OpCode)
|
|
{
|
|
return new ShaderIrOperGpr(OpCode.Read(28, 0xff));
|
|
}
|
|
|
|
private static ShaderIrOperImm Imm5_39(this long OpCode)
|
|
{
|
|
return new ShaderIrOperImm(OpCode.Read(39, 0x1f));
|
|
}
|
|
|
|
private static ShaderIrOperImm Imm13_36(this long OpCode)
|
|
{
|
|
return new ShaderIrOperImm(OpCode.Read(36, 0x1fff));
|
|
}
|
|
|
|
private static ShaderIrOperImm Imm32_20(this long OpCode)
|
|
{
|
|
return new ShaderIrOperImm((int)(OpCode >> 20));
|
|
}
|
|
|
|
private static ShaderIrOperImmf Immf32_20(this long OpCode)
|
|
{
|
|
return new ShaderIrOperImmf(BitConverter.Int32BitsToSingle((int)(OpCode >> 20)));
|
|
}
|
|
|
|
private static ShaderIrOperImm Imm19_20(this long OpCode)
|
|
{
|
|
int Value = OpCode.Read(20, 0x7ffff);
|
|
|
|
bool Neg = OpCode.Read(56);
|
|
|
|
if (Neg)
|
|
{
|
|
Value = -Value;
|
|
}
|
|
|
|
return new ShaderIrOperImm(Value);
|
|
}
|
|
|
|
private static ShaderIrOperImmf Immf19_20(this long OpCode)
|
|
{
|
|
uint Imm = (uint)(OpCode >> 20) & 0x7ffff;
|
|
|
|
bool Neg = OpCode.Read(56);
|
|
|
|
Imm <<= 12;
|
|
|
|
if (Neg)
|
|
{
|
|
Imm |= 0x80000000;
|
|
}
|
|
|
|
float Value = BitConverter.Int32BitsToSingle((int)Imm);
|
|
|
|
return new ShaderIrOperImmf(Value);
|
|
}
|
|
|
|
private static ShaderIrOperPred Pred0(this long OpCode)
|
|
{
|
|
return new ShaderIrOperPred(OpCode.Read(0, 7));
|
|
}
|
|
|
|
private static ShaderIrOperPred Pred3(this long OpCode)
|
|
{
|
|
return new ShaderIrOperPred(OpCode.Read(3, 7));
|
|
}
|
|
|
|
private static ShaderIrOperPred Pred12(this long OpCode)
|
|
{
|
|
return new ShaderIrOperPred(OpCode.Read(12, 7));
|
|
}
|
|
|
|
private static ShaderIrOperPred Pred29(this long OpCode)
|
|
{
|
|
return new ShaderIrOperPred(OpCode.Read(29, 7));
|
|
}
|
|
|
|
private static ShaderIrNode Pred39N(this long OpCode)
|
|
{
|
|
ShaderIrNode Node = OpCode.Pred39();
|
|
|
|
if (OpCode.Read(42))
|
|
{
|
|
Node = new ShaderIrOp(ShaderIrInst.Bnot, Node);
|
|
}
|
|
|
|
return Node;
|
|
}
|
|
|
|
private static ShaderIrOperPred Pred39(this long OpCode)
|
|
{
|
|
return new ShaderIrOperPred(OpCode.Read(39, 7));
|
|
}
|
|
|
|
private static ShaderIrOperPred Pred48(this long OpCode)
|
|
{
|
|
return new ShaderIrOperPred(OpCode.Read(48, 7));
|
|
}
|
|
|
|
private static ShaderIrInst Cmp(this long OpCode)
|
|
{
|
|
switch (OpCode.Read(49, 7))
|
|
{
|
|
case 1: return ShaderIrInst.Clt;
|
|
case 2: return ShaderIrInst.Ceq;
|
|
case 3: return ShaderIrInst.Cle;
|
|
case 4: return ShaderIrInst.Cgt;
|
|
case 5: return ShaderIrInst.Cne;
|
|
case 6: return ShaderIrInst.Cge;
|
|
}
|
|
|
|
throw new ArgumentException(nameof(OpCode));
|
|
}
|
|
|
|
private static ShaderIrInst CmpF(this long OpCode)
|
|
{
|
|
switch (OpCode.Read(48, 0xf))
|
|
{
|
|
case 0x1: return ShaderIrInst.Fclt;
|
|
case 0x2: return ShaderIrInst.Fceq;
|
|
case 0x3: return ShaderIrInst.Fcle;
|
|
case 0x4: return ShaderIrInst.Fcgt;
|
|
case 0x5: return ShaderIrInst.Fcne;
|
|
case 0x6: return ShaderIrInst.Fcge;
|
|
case 0x7: return ShaderIrInst.Fcnum;
|
|
case 0x8: return ShaderIrInst.Fcnan;
|
|
case 0x9: return ShaderIrInst.Fcltu;
|
|
case 0xa: return ShaderIrInst.Fcequ;
|
|
case 0xb: return ShaderIrInst.Fcleu;
|
|
case 0xc: return ShaderIrInst.Fcgtu;
|
|
case 0xd: return ShaderIrInst.Fcneu;
|
|
case 0xe: return ShaderIrInst.Fcgeu;
|
|
}
|
|
|
|
throw new ArgumentException(nameof(OpCode));
|
|
}
|
|
|
|
private static ShaderIrInst BLop45(this long OpCode)
|
|
{
|
|
switch (OpCode.Read(45, 3))
|
|
{
|
|
case 0: return ShaderIrInst.Band;
|
|
case 1: return ShaderIrInst.Bor;
|
|
case 2: return ShaderIrInst.Bxor;
|
|
}
|
|
|
|
throw new ArgumentException(nameof(OpCode));
|
|
}
|
|
|
|
private static ShaderIrInst BLop24(this long OpCode)
|
|
{
|
|
switch (OpCode.Read(24, 3))
|
|
{
|
|
case 0: return ShaderIrInst.Band;
|
|
case 1: return ShaderIrInst.Bor;
|
|
case 2: return ShaderIrInst.Bxor;
|
|
}
|
|
|
|
throw new ArgumentException(nameof(OpCode));
|
|
}
|
|
|
|
private static ShaderIrNode PredNode(this long OpCode, ShaderIrNode Node)
|
|
{
|
|
ShaderIrOperPred Pred = OpCode.PredNode();
|
|
|
|
if (Pred.Index != ShaderIrOperPred.UnusedIndex)
|
|
{
|
|
bool Inv = OpCode.Read(19);
|
|
|
|
Node = new ShaderIrCond(Pred, Node, Inv);
|
|
}
|
|
|
|
return Node;
|
|
}
|
|
|
|
private static ShaderIrOperPred PredNode(this long OpCode)
|
|
{
|
|
int Pred = OpCode.Read(16, 0xf);
|
|
|
|
if (Pred != 0xf)
|
|
{
|
|
Pred &= 7;
|
|
}
|
|
|
|
return new ShaderIrOperPred(Pred);
|
|
}
|
|
}
|
|
} |