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https://github.com/Ryujinx/Ryujinx.git
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72317d7777
* Add support for saturation on some shader instructions, fix ReadTexture alignment * Add ColorMask support, other tweaks
78 lines
No EOL
2.6 KiB
C#
78 lines
No EOL
2.6 KiB
C#
namespace Ryujinx.Graphics.Gal.Shader
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{
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static class ShaderDecodeHelper
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{
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private static readonly ShaderIrOperImmf ImmfZero = new ShaderIrOperImmf(0);
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private static readonly ShaderIrOperImmf ImmfOne = new ShaderIrOperImmf(1);
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public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg)
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{
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return GetAluFneg(GetAluFabs(Node, Abs), Neg);
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}
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public static ShaderIrNode GetAluFabs(ShaderIrNode Node, bool Abs)
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{
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return Abs ? new ShaderIrOp(ShaderIrInst.Fabs, Node) : Node;
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}
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public static ShaderIrNode GetAluFneg(ShaderIrNode Node, bool Neg)
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{
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return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node;
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}
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public static ShaderIrNode GetAluFsat(ShaderIrNode Node, bool Sat)
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{
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return Sat ? new ShaderIrOp(ShaderIrInst.Fclamp, Node, ImmfZero, ImmfOne) : Node;
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}
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public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg)
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{
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return GetAluIneg(GetAluIabs(Node, Abs), Neg);
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}
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public static ShaderIrNode GetAluIabs(ShaderIrNode Node, bool Abs)
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{
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return Abs ? new ShaderIrOp(ShaderIrInst.Abs, Node) : Node;
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}
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public static ShaderIrNode GetAluIneg(ShaderIrNode Node, bool Neg)
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{
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return Neg ? new ShaderIrOp(ShaderIrInst.Neg, Node) : Node;
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}
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public static ShaderIrNode GetAluNot(ShaderIrNode Node, bool Not)
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{
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return Not ? new ShaderIrOp(ShaderIrInst.Not, Node) : Node;
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}
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public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, int Size)
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{
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int Shift = 32 - Size;
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ShaderIrInst RightShift = Signed
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? ShaderIrInst.Asr
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: ShaderIrInst.Lsr;
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Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, new ShaderIrOperImm(Shift));
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Node = new ShaderIrOp(RightShift, Node, new ShaderIrOperImm(Shift));
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return Node;
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}
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public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, ShaderIrNode Size)
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{
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ShaderIrOperImm WordSize = new ShaderIrOperImm(32);
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ShaderIrOp Shift = new ShaderIrOp(ShaderIrInst.Sub, WordSize, Size);
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ShaderIrInst RightShift = Signed
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? ShaderIrInst.Asr
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: ShaderIrInst.Lsr;
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Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, Shift);
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Node = new ShaderIrOp(RightShift, Node, Shift);
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return Node;
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}
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}
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} |