mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-10 07:01:43 +00:00
Fix FMUL and TEXS shader instructions (#347)
This commit is contained in:
parent
6e48312052
commit
4f499b6845
2 changed files with 87 additions and 51 deletions
|
@ -23,12 +23,12 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
public static void Fadd_C(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fadd);
|
||||
EmitFadd(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Fadd_I(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fadd);
|
||||
EmitFadd(Block, OpCode, ShaderOper.Immf);
|
||||
}
|
||||
|
||||
public static void Fadd_I32(ShaderIrBlock Block, long OpCode)
|
||||
|
@ -51,7 +51,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
public static void Fadd_R(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fadd);
|
||||
EmitFadd(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Ffma_CR(ShaderIrBlock Block, long OpCode)
|
||||
|
@ -101,17 +101,17 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
public static void Fmul_C(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fmul);
|
||||
EmitFmul(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Fmul_I(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fmul);
|
||||
EmitFmul(Block, OpCode, ShaderOper.Immf);
|
||||
}
|
||||
|
||||
public static void Fmul_R(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fmul);
|
||||
EmitFmul(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Fset_C(ShaderIrBlock Block, long OpCode)
|
||||
|
@ -519,40 +519,6 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
|
||||
}
|
||||
|
||||
private static void EmitAluBinaryF(
|
||||
ShaderIrBlock Block,
|
||||
long OpCode,
|
||||
ShaderOper Oper,
|
||||
ShaderIrInst Inst)
|
||||
{
|
||||
bool NegB = ((OpCode >> 45) & 1) != 0;
|
||||
bool AbsA = ((OpCode >> 46) & 1) != 0;
|
||||
bool NegA = ((OpCode >> 48) & 1) != 0;
|
||||
bool AbsB = ((OpCode >> 49) & 1) != 0;
|
||||
|
||||
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
|
||||
|
||||
if (Inst == ShaderIrInst.Fadd)
|
||||
{
|
||||
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
|
||||
}
|
||||
|
||||
switch (Oper)
|
||||
{
|
||||
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
|
||||
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
|
||||
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
|
||||
|
||||
default: throw new ArgumentException(nameof(Oper));
|
||||
}
|
||||
|
||||
OperB = GetAluFabsFneg(OperB, AbsB, NegB);
|
||||
|
||||
ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
|
||||
}
|
||||
|
||||
private static void EmitBfe(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
||||
{
|
||||
//TODO: Handle the case where position + length
|
||||
|
@ -609,6 +575,55 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
|
||||
}
|
||||
|
||||
private static void EmitFadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
||||
{
|
||||
bool NegB = ((OpCode >> 45) & 1) != 0;
|
||||
bool AbsA = ((OpCode >> 46) & 1) != 0;
|
||||
bool NegA = ((OpCode >> 48) & 1) != 0;
|
||||
bool AbsB = ((OpCode >> 49) & 1) != 0;
|
||||
|
||||
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
|
||||
|
||||
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
|
||||
|
||||
switch (Oper)
|
||||
{
|
||||
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
|
||||
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
|
||||
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
|
||||
|
||||
default: throw new ArgumentException(nameof(Oper));
|
||||
}
|
||||
|
||||
OperB = GetAluFabsFneg(OperB, AbsB, NegB);
|
||||
|
||||
ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB);
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
|
||||
}
|
||||
|
||||
private static void EmitFmul(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
||||
{
|
||||
bool NegB = ((OpCode >> 48) & 1) != 0;
|
||||
|
||||
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
|
||||
|
||||
switch (Oper)
|
||||
{
|
||||
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
|
||||
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
|
||||
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
|
||||
|
||||
default: throw new ArgumentException(nameof(Oper));
|
||||
}
|
||||
|
||||
OperB = GetAluFneg(OperB, NegB);
|
||||
|
||||
ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
|
||||
}
|
||||
|
||||
private static void EmitFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
||||
{
|
||||
bool NegB = ((OpCode >> 48) & 1) != 0;
|
||||
|
|
|
@ -26,8 +26,8 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
private static int[,] MaskLut = new int[,]
|
||||
{
|
||||
{ ____, ____, ____, ____, ____, ____, ____, ____ },
|
||||
{ R___, _G__, __B_, ___A, RG__, ____, ____, ____ },
|
||||
{ R___, _G__, __B_, ___A, RG__, R__A, _G_A, __BA },
|
||||
{ R___, _G__, __B_, ___A, RG__, ____, ____, ____ },
|
||||
{ RGB_, RG_A, R_BA, _GBA, RGBA, ____, ____, ____ }
|
||||
};
|
||||
|
||||
|
@ -209,9 +209,16 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
int LutIndex;
|
||||
|
||||
LutIndex = GetOperGpr0(OpCode).Index != ShaderIrOperGpr.ZRIndex ? 1 : 0;
|
||||
LutIndex = GetOperGpr0 (OpCode).Index != ShaderIrOperGpr.ZRIndex ? 1 : 0;
|
||||
LutIndex |= GetOperGpr28(OpCode).Index != ShaderIrOperGpr.ZRIndex ? 2 : 0;
|
||||
|
||||
if (LutIndex == 0)
|
||||
{
|
||||
//Both registers are RZ, color is not written anywhere.
|
||||
//So, the intruction is basically a no-op.
|
||||
return;
|
||||
}
|
||||
|
||||
int ChMask = MaskLut[LutIndex, (OpCode >> 50) & 7];
|
||||
|
||||
for (int Ch = 0; Ch < 4; Ch++)
|
||||
|
@ -227,6 +234,26 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
int RegInc = 0;
|
||||
|
||||
ShaderIrOperGpr GetDst()
|
||||
{
|
||||
ShaderIrOperGpr Dst;
|
||||
|
||||
switch (LutIndex)
|
||||
{
|
||||
case 1: Dst = GetOperGpr0 (OpCode); break;
|
||||
case 2: Dst = GetOperGpr28(OpCode); break;
|
||||
case 3: Dst = (RegInc >> 1) != 0
|
||||
? GetOperGpr28(OpCode)
|
||||
: GetOperGpr0 (OpCode); break;
|
||||
|
||||
default: throw new InvalidOperationException();
|
||||
}
|
||||
|
||||
Dst.Index += RegInc++ & 1;
|
||||
|
||||
return Dst;
|
||||
}
|
||||
|
||||
for (int Ch = 0; Ch < 4; Ch++)
|
||||
{
|
||||
if (!IsChannelUsed(ChMask, Ch))
|
||||
|
@ -236,18 +263,12 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
ShaderIrOperGpr Src = new ShaderIrOperGpr(TempRegStart + Ch);
|
||||
|
||||
ShaderIrOperGpr Dst = (RegInc >> 1) != 0
|
||||
? GetOperGpr28(OpCode)
|
||||
: GetOperGpr0 (OpCode);
|
||||
ShaderIrOperGpr Dst = GetDst();
|
||||
|
||||
Dst.Index += RegInc++ & 1;
|
||||
|
||||
if (Dst.Index >= ShaderIrOperGpr.ZRIndex)
|
||||
if (Dst.Index != ShaderIrOperGpr.ZRIndex)
|
||||
{
|
||||
continue;
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Src), OpCode));
|
||||
}
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Src), OpCode));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue