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Ryujinx/Ryujinx.Graphics/Gal/Shader/ShaderDecodeMem.cs

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C#
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using System;
using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
private const int TempRegStart = 0x100;
private const int ____ = 0x0;
private const int R___ = 0x1;
private const int _G__ = 0x2;
private const int RG__ = 0x3;
private const int __B_ = 0x4;
private const int RGB_ = 0x7;
private const int ___A = 0x8;
private const int R__A = 0x9;
private const int _G_A = 0xa;
private const int RG_A = 0xb;
private const int __BA = 0xc;
private const int R_BA = 0xd;
private const int _GBA = 0xe;
private const int RGBA = 0xf;
private static int[,] MaskLut = new int[,]
{
{ ____, ____, ____, ____, ____, ____, ____, ____ },
{ R___, _G__, __B_, ___A, RG__, R__A, _G_A, __BA },
{ R___, _G__, __B_, ___A, RG__, ____, ____, ____ },
{ RGB_, RG_A, R_BA, _GBA, RGBA, ____, ____, ____ }
};
public static void Ld_A(ShaderIrBlock Block, long OpCode)
{
ShaderIrNode[] Opers = GetOperAbuf20(OpCode);
//Used by GS
ShaderIrOperGpr Vertex = GetOperGpr39(OpCode);
int Index = 0;
foreach (ShaderIrNode OperA in Opers)
{
ShaderIrOperGpr OperD = GetOperGpr0(OpCode);
OperD.Index += Index++;
Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, OperA), OpCode));
}
}
public static void Ld_C(ShaderIrBlock Block, long OpCode)
{
int CbufPos = (int)(OpCode >> 22) & 0x3fff;
int CbufIndex = (int)(OpCode >> 36) & 0x1f;
int Type = (int)(OpCode >> 48) & 7;
if (Type > 5)
{
throw new InvalidOperationException();
}
ShaderIrOperGpr Temp = ShaderIrOperGpr.MakeTemporary();
Block.AddNode(new ShaderIrAsg(Temp, GetOperGpr8(OpCode)));
int Count = Type == 5 ? 2 : 1;
for (int Index = 0; Index < Count; Index++)
{
ShaderIrOperCbuf OperA = new ShaderIrOperCbuf(CbufIndex, CbufPos, Temp);
ShaderIrOperGpr OperD = GetOperGpr0(OpCode);
OperA.Pos += Index;
OperD.Index += Index;
if (!OperD.IsValidRegister)
{
break;
}
ShaderIrNode Node = OperA;
if (Type < 4)
{
//This is a 8 or 16 bits type.
bool Signed = (Type & 1) != 0;
int Size = 8 << (Type >> 1);
Node = ExtendTo32(Node, Signed, Size);
}
Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, Node), OpCode));
}
}
public static void St_A(ShaderIrBlock Block, long OpCode)
{
ShaderIrNode[] Opers = GetOperAbuf20(OpCode);
int Index = 0;
foreach (ShaderIrNode OperA in Opers)
{
ShaderIrOperGpr OperD = GetOperGpr0(OpCode);
OperD.Index += Index++;
Block.AddNode(GetPredNode(new ShaderIrAsg(OperA, OperD), OpCode));
}
}
public static void Texq(ShaderIrBlock Block, long OpCode)
{
ShaderIrNode OperD = GetOperGpr0(OpCode);
ShaderIrNode OperA = GetOperGpr8(OpCode);
ShaderTexqInfo Info = (ShaderTexqInfo)((OpCode >> 22) & 0x1f);
ShaderIrMetaTexq Meta0 = new ShaderIrMetaTexq(Info, 0);
ShaderIrMetaTexq Meta1 = new ShaderIrMetaTexq(Info, 1);
ShaderIrNode OperC = GetOperImm13_36(OpCode);
ShaderIrOp Op0 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta0);
ShaderIrOp Op1 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta1);
Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, Op0), OpCode));
Block.AddNode(GetPredNode(new ShaderIrAsg(OperA, Op1), OpCode)); //Is this right?
}
public static void Tex(ShaderIrBlock Block, long OpCode)
{
EmitTex(Block, OpCode, GprHandle: false);
}
public static void Tex_B(ShaderIrBlock Block, long OpCode)
{
EmitTex(Block, OpCode, GprHandle: true);
}
private static void EmitTex(ShaderIrBlock Block, long OpCode, bool GprHandle)
{
//TODO: Support other formats.
ShaderIrOperGpr[] Coords = new ShaderIrOperGpr[2];
for (int Index = 0; Index < Coords.Length; Index++)
{
Coords[Index] = GetOperGpr8(OpCode);
Coords[Index].Index += Index;
if (Coords[Index].Index > ShaderIrOperGpr.ZRIndex)
{
Coords[Index].Index = ShaderIrOperGpr.ZRIndex;
}
}
int ChMask = (int)(OpCode >> 31) & 0xf;
ShaderIrNode OperC = GprHandle
? (ShaderIrNode)GetOperGpr20 (OpCode)
: (ShaderIrNode)GetOperImm13_36(OpCode);
ShaderIrInst Inst = GprHandle ? ShaderIrInst.Texb : ShaderIrInst.Texs;
for (int Ch = 0; Ch < 4; Ch++)
{
ShaderIrOperGpr Dst = new ShaderIrOperGpr(TempRegStart + Ch);
ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
ShaderIrOp Op = new ShaderIrOp(Inst, Coords[0], Coords[1], OperC, Meta);
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Op), OpCode));
}
int RegInc = 0;
for (int Ch = 0; Ch < 4; Ch++)
{
if (!IsChannelUsed(ChMask, Ch))
{
continue;
}
ShaderIrOperGpr Src = new ShaderIrOperGpr(TempRegStart + Ch);
ShaderIrOperGpr Dst = GetOperGpr0(OpCode);
Dst.Index += RegInc++;
if (Dst.Index >= ShaderIrOperGpr.ZRIndex)
{
continue;
}
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Src), OpCode));
}
}
public static void Texs(ShaderIrBlock Block, long OpCode)
{
EmitTexs(Block, OpCode, ShaderIrInst.Texs);
}
public static void Tlds(ShaderIrBlock Block, long OpCode)
{
EmitTexs(Block, OpCode, ShaderIrInst.Txlf);
}
private static void EmitTexs(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
{
//TODO: Support other formats.
ShaderIrNode OperA = GetOperGpr8 (OpCode);
ShaderIrNode OperB = GetOperGpr20 (OpCode);
ShaderIrNode OperC = GetOperImm13_36(OpCode);
int LutIndex;
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++)
{
ShaderIrOperGpr Dst = new ShaderIrOperGpr(TempRegStart + Ch);
ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB, OperC, Meta);
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Op), OpCode));
}
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))
{
continue;
}
ShaderIrOperGpr Src = new ShaderIrOperGpr(TempRegStart + Ch);
ShaderIrOperGpr Dst = GetDst();
if (Dst.Index != ShaderIrOperGpr.ZRIndex)
{
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Src), OpCode));
}
}
}
private static bool IsChannelUsed(int ChMask, int Ch)
{
return (ChMask & (1 << Ch)) != 0;
}
}
}