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	* Renaming part 1 * Renaming part 2 * Renaming part 3 * Renaming part 4 * Renaming part 5 * Renaming part 6 * Renaming part 7 * Renaming part 8 * Renaming part 9 * Renaming part 10 * General cleanup * Thought I got all of these * Apply #595 * Additional renaming * Tweaks from feedback * Rename files
		
			
				
	
	
		
			190 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			190 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System;
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| 
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| namespace Ryujinx.Graphics.Gal.Shader
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| {
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|     static class ShaderOpCodeTable
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|     {
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|         private const int EncodingBits = 14;
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| 
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|         private class ShaderDecodeEntry
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|         {
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|             public ShaderDecodeFunc Func;
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| 
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|             public int XBits;
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| 
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|             public ShaderDecodeEntry(ShaderDecodeFunc func, int xBits)
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|             {
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|                 Func  = func;
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|                 XBits = xBits;
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|             }
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|         }
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| 
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|         private static ShaderDecodeEntry[] _opCodes;
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| 
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|         static ShaderOpCodeTable()
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|         {
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|             _opCodes = new ShaderDecodeEntry[1 << EncodingBits];
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| 
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| #region Instructions
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|             Set("0100110000000x", ShaderDecode.Bfe_C);
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|             Set("0011100x00000x", ShaderDecode.Bfe_I);
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|             Set("0101110000000x", ShaderDecode.Bfe_R);
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|             Set("111000100100xx", ShaderDecode.Bra);
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|             Set("111000110000xx", ShaderDecode.Exit);
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|             Set("0100110010101x", ShaderDecode.F2f_C);
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|             Set("0011100x10101x", ShaderDecode.F2f_I);
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|             Set("0101110010101x", ShaderDecode.F2f_R);
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|             Set("0100110010110x", ShaderDecode.F2i_C);
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|             Set("0011100x10110x", ShaderDecode.F2i_I);
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|             Set("0101110010110x", ShaderDecode.F2i_R);
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|             Set("0100110001011x", ShaderDecode.Fadd_C);
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|             Set("0011100x01011x", ShaderDecode.Fadd_I);
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|             Set("000010xxxxxxxx", ShaderDecode.Fadd_I32);
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|             Set("0101110001011x", ShaderDecode.Fadd_R);
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|             Set("010010011xxxxx", ShaderDecode.Ffma_CR);
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|             Set("0011001x1xxxxx", ShaderDecode.Ffma_I);
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|             Set("010100011xxxxx", ShaderDecode.Ffma_RC);
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|             Set("010110011xxxxx", ShaderDecode.Ffma_RR);
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|             Set("0100110001101x", ShaderDecode.Fmul_C);
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|             Set("0011100x01101x", ShaderDecode.Fmul_I);
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|             Set("00011110xxxxxx", ShaderDecode.Fmul_I32);
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|             Set("0101110001101x", ShaderDecode.Fmul_R);
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|             Set("0100110001100x", ShaderDecode.Fmnmx_C);
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|             Set("0011100x01100x", ShaderDecode.Fmnmx_I);
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|             Set("0101110001100x", ShaderDecode.Fmnmx_R);
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|             Set("0100100xxxxxxx", ShaderDecode.Fset_C);
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|             Set("0011000xxxxxxx", ShaderDecode.Fset_I);
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|             Set("01011000xxxxxx", ShaderDecode.Fset_R);
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|             Set("010010111011xx", ShaderDecode.Fsetp_C);
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|             Set("0011011x1011xx", ShaderDecode.Fsetp_I);
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|             Set("010110111011xx", ShaderDecode.Fsetp_R);
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|             Set("0101110100010x", ShaderDecode.Hadd2_R);
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|             Set("0101110100001x", ShaderDecode.Hmul2_R);
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|             Set("0100110010111x", ShaderDecode.I2f_C);
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|             Set("0011100x10111x", ShaderDecode.I2f_I);
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|             Set("0101110010111x", ShaderDecode.I2f_R);
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|             Set("0100110011100x", ShaderDecode.I2i_C);
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|             Set("0011100x11100x", ShaderDecode.I2i_I);
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|             Set("0101110011100x", ShaderDecode.I2i_R);
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|             Set("0100110000010x", ShaderDecode.Iadd_C);
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|             Set("0011100000010x", ShaderDecode.Iadd_I);
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|             Set("0001110x0xxxxx", ShaderDecode.Iadd_I32);
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|             Set("0101110000010x", ShaderDecode.Iadd_R);
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|             Set("010011001100xx", ShaderDecode.Iadd3_C);
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|             Set("001110001100xx", ShaderDecode.Iadd3_I);
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|             Set("010111001100xx", ShaderDecode.Iadd3_R);
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|             Set("0100110000100x", ShaderDecode.Imnmx_C);
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|             Set("0011100x00100x", ShaderDecode.Imnmx_I);
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|             Set("0101110000100x", ShaderDecode.Imnmx_R);
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|             Set("1110111111010x", ShaderDecode.Isberd);
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|             Set("11100000xxxxxx", ShaderDecode.Ipa);
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|             Set("0100110000011x", ShaderDecode.Iscadd_C);
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|             Set("0011100x00011x", ShaderDecode.Iscadd_I);
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|             Set("0101110000011x", ShaderDecode.Iscadd_R);
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|             Set("010010110101xx", ShaderDecode.Iset_C);
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|             Set("001101100101xx", ShaderDecode.Iset_I);
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|             Set("010110110101xx", ShaderDecode.Iset_R);
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|             Set("010010110110xx", ShaderDecode.Isetp_C);
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|             Set("0011011x0110xx", ShaderDecode.Isetp_I);
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|             Set("010110110110xx", ShaderDecode.Isetp_R);
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|             Set("111000110011xx", ShaderDecode.Kil);
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|             Set("1110111111011x", ShaderDecode.Ld_A);
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|             Set("1110111110010x", ShaderDecode.Ld_C);
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|             Set("0100110001000x", ShaderDecode.Lop_C);
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|             Set("0011100001000x", ShaderDecode.Lop_I);
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|             Set("000001xxxxxxxx", ShaderDecode.Lop_I32);
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|             Set("0101110001000x", ShaderDecode.Lop_R);
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|             Set("0100110010011x", ShaderDecode.Mov_C);
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|             Set("0011100x10011x", ShaderDecode.Mov_I);
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|             Set("000000010000xx", ShaderDecode.Mov_I32);
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|             Set("0101110010011x", ShaderDecode.Mov_R);
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|             Set("1111000011001x", ShaderDecode.Mov_S);
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|             Set("0101000010000x", ShaderDecode.Mufu);
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|             Set("1111101111100x", ShaderDecode.Out_R);
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|             Set("0101000010010x", ShaderDecode.Psetp);
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|             Set("0100110010010x", ShaderDecode.Rro_C);
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|             Set("0011100x10010x", ShaderDecode.Rro_I);
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|             Set("0101110010010x", ShaderDecode.Rro_R);
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|             Set("0100110010100x", ShaderDecode.Sel_C);
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|             Set("0011100010100x", ShaderDecode.Sel_I);
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|             Set("0101110010100x", ShaderDecode.Sel_R);
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|             Set("0100110001001x", ShaderDecode.Shl_C);
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|             Set("0011100x01001x", ShaderDecode.Shl_I);
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|             Set("0101110001001x", ShaderDecode.Shl_R);
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|             Set("0100110000101x", ShaderDecode.Shr_C);
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|             Set("0011100x00101x", ShaderDecode.Shr_I);
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|             Set("0101110000101x", ShaderDecode.Shr_R);
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|             Set("111000101001xx", ShaderDecode.Ssy);
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|             Set("1110111111110x", ShaderDecode.St_A);
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|             Set("1111000011111x", ShaderDecode.Sync);
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|             Set("110000xxxx111x", ShaderDecode.Tex);
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|             Set("1101111010111x", ShaderDecode.Tex_B);
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|             Set("1101111101001x", ShaderDecode.Texq);
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|             Set("1101x00xxxxxxx", ShaderDecode.Texs);
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|             Set("1101101xxxxxxx", ShaderDecode.Tlds);
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|             Set("110010xxxx111x", ShaderDecode.Tld4);
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|             Set("1101111100xxxx", ShaderDecode.Tld4S);
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|             Set("01011111xxxxxx", ShaderDecode.Vmad);
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|             Set("0100111xxxxxxx", ShaderDecode.Xmad_CR);
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|             Set("0011011x00xxxx", ShaderDecode.Xmad_I);
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|             Set("010100010xxxxx", ShaderDecode.Xmad_RC);
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|             Set("0101101100xxxx", ShaderDecode.Xmad_RR);
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| #endregion
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|         }
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| 
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|         private static void Set(string encoding, ShaderDecodeFunc func)
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|         {
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|             if (encoding.Length != EncodingBits)
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|             {
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|                 throw new ArgumentException(nameof(encoding));
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|             }
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| 
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|             int bit   = encoding.Length - 1;
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|             int value = 0;
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|             int xMask = 0;
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|             int xBits = 0;
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| 
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|             int[] xPos = new int[encoding.Length];
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| 
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|             for (int index = 0; index < encoding.Length; index++, bit--)
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|             {
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|                 char chr = encoding[index];
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| 
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|                 if (chr == '1')
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|                 {
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|                     value |= 1 << bit;
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|                 }
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|                 else if (chr == 'x')
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|                 {
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|                     xMask |= 1 << bit;
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| 
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|                     xPos[xBits++] = bit;
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|                 }
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|             }
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| 
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|             xMask = ~xMask;
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| 
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|             ShaderDecodeEntry entry = new ShaderDecodeEntry(func, xBits);
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| 
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|             for (int index = 0; index < (1 << xBits); index++)
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|             {
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|                 value &= xMask;
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| 
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|                 for (int x = 0; x < xBits; x++)
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|                 {
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|                     value |= ((index >> x) & 1) << xPos[x];
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|                 }
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| 
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|                 if (_opCodes[value] == null || _opCodes[value].XBits > xBits)
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|                 {
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|                     _opCodes[value] = entry;
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|                 }
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|             }
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|         }
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| 
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|         public static ShaderDecodeFunc GetDecoder(long opCode)
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|         {
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|             return _opCodes[(ulong)opCode >> (64 - EncodingBits)]?.Func;
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|         }
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|     }
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| } |