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https://github.com/Ryujinx/Ryujinx.git
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1f554c1093
* 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
431 lines
No EOL
13 KiB
C#
431 lines
No EOL
13 KiB
C#
using System;
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using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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static partial class ShaderDecode
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{
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private enum IntType
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{
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U8 = 0,
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U16 = 1,
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U32 = 2,
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U64 = 3,
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S8 = 4,
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S16 = 5,
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S32 = 6,
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S64 = 7
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}
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private enum FloatType
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{
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F16 = 1,
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F32 = 2,
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F64 = 3
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}
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public static void F2f_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitF2F(block, opCode, ShaderOper.Cr);
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}
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public static void F2f_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitF2F(block, opCode, ShaderOper.Immf);
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}
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public static void F2f_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitF2F(block, opCode, ShaderOper.Rr);
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}
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public static void F2i_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitF2I(block, opCode, ShaderOper.Cr);
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}
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public static void F2i_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitF2I(block, opCode, ShaderOper.Immf);
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}
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public static void F2i_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitF2I(block, opCode, ShaderOper.Rr);
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}
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public static void I2f_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitI2F(block, opCode, ShaderOper.Cr);
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}
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public static void I2f_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitI2F(block, opCode, ShaderOper.Imm);
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}
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public static void I2f_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitI2F(block, opCode, ShaderOper.Rr);
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}
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public static void I2i_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitI2I(block, opCode, ShaderOper.Cr);
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}
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public static void I2i_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitI2I(block, opCode, ShaderOper.Imm);
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}
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public static void I2i_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitI2I(block, opCode, ShaderOper.Rr);
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}
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public static void Isberd(ShaderIrBlock block, long opCode, int position)
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{
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//This instruction seems to be used to translate from an address to a vertex index in a GS
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//Stub it as such
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block.AddNode(new ShaderIrCmnt("Stubbed."));
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), opCode.Gpr8())));
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}
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public static void Mov_C(ShaderIrBlock block, long opCode, int position)
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{
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ShaderIrOperCbuf cbuf = opCode.Cbuf34();
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), cbuf)));
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}
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public static void Mov_I(ShaderIrBlock block, long opCode, int position)
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{
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ShaderIrOperImm imm = opCode.Imm19_20();
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), imm)));
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}
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public static void Mov_I32(ShaderIrBlock block, long opCode, int position)
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{
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ShaderIrOperImm imm = opCode.Imm32_20();
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), imm)));
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}
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public static void Mov_R(ShaderIrBlock block, long opCode, int position)
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{
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ShaderIrOperGpr gpr = opCode.Gpr20();
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), gpr)));
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}
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public static void Sel_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitSel(block, opCode, ShaderOper.Cr);
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}
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public static void Sel_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitSel(block, opCode, ShaderOper.Imm);
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}
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public static void Sel_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitSel(block, opCode, ShaderOper.Rr);
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}
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public static void Mov_S(ShaderIrBlock block, long opCode, int position)
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{
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block.AddNode(new ShaderIrCmnt("Stubbed."));
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//Zero is used as a special number to get a valid "0 * 0 + VertexIndex" in a GS
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ShaderIrNode source = new ShaderIrOperImm(0);
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), source)));
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}
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private static void EmitF2F(ShaderIrBlock block, long opCode, ShaderOper oper)
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{
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bool negA = opCode.Read(45);
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bool absA = opCode.Read(49);
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ShaderIrNode operA;
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switch (oper)
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{
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case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
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case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
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case ShaderOper.Rr: operA = opCode.Gpr20(); break;
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default: throw new ArgumentException(nameof(oper));
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}
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operA = GetAluFabsFneg(operA, absA, negA);
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ShaderIrInst roundInst = GetRoundInst(opCode);
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if (roundInst != ShaderIrInst.Invalid)
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{
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operA = new ShaderIrOp(roundInst, operA);
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}
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operA)));
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}
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private static void EmitF2I(ShaderIrBlock block, long opCode, ShaderOper oper)
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{
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IntType type = GetIntType(opCode);
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if (type == IntType.U64 ||
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type == IntType.S64)
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{
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//TODO: 64-bits support.
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//Note: GLSL doesn't support 64-bits integers.
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throw new NotImplementedException();
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}
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bool negA = opCode.Read(45);
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bool absA = opCode.Read(49);
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ShaderIrNode operA;
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switch (oper)
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{
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case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
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case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
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case ShaderOper.Rr: operA = opCode.Gpr20(); break;
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default: throw new ArgumentException(nameof(oper));
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}
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operA = GetAluFabsFneg(operA, absA, negA);
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ShaderIrInst roundInst = GetRoundInst(opCode);
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if (roundInst != ShaderIrInst.Invalid)
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{
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operA = new ShaderIrOp(roundInst, operA);
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}
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bool signed = type >= IntType.S8;
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int size = 8 << ((int)type & 3);
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if (size < 32)
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{
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uint mask = uint.MaxValue >> (32 - size);
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float cMin = 0;
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float cMax = mask;
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if (signed)
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{
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uint halfMask = mask >> 1;
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cMin -= halfMask + 1;
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cMax = halfMask;
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}
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ShaderIrOperImmf min = new ShaderIrOperImmf(cMin);
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ShaderIrOperImmf max = new ShaderIrOperImmf(cMax);
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operA = new ShaderIrOp(ShaderIrInst.Fclamp, operA, min, max);
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}
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ShaderIrInst inst = signed
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? ShaderIrInst.Ftos
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: ShaderIrInst.Ftou;
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ShaderIrNode op = new ShaderIrOp(inst, operA);
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
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}
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private static void EmitI2F(ShaderIrBlock block, long opCode, ShaderOper oper)
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{
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IntType type = GetIntType(opCode);
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if (type == IntType.U64 ||
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type == IntType.S64)
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{
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//TODO: 64-bits support.
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//Note: GLSL doesn't support 64-bits integers.
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throw new NotImplementedException();
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}
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int sel = opCode.Read(41, 3);
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bool negA = opCode.Read(45);
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bool absA = opCode.Read(49);
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ShaderIrNode operA;
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switch (oper)
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{
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case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
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case ShaderOper.Imm: operA = opCode.Imm19_20(); break;
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case ShaderOper.Rr: operA = opCode.Gpr20(); break;
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default: throw new ArgumentException(nameof(oper));
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}
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operA = GetAluIabsIneg(operA, absA, negA);
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bool signed = type >= IntType.S8;
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int shift = sel * 8;
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int size = 8 << ((int)type & 3);
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if (shift != 0)
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{
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operA = new ShaderIrOp(ShaderIrInst.Asr, operA, new ShaderIrOperImm(shift));
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}
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if (size < 32)
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{
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operA = ExtendTo32(operA, signed, size);
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}
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ShaderIrInst inst = signed
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? ShaderIrInst.Stof
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: ShaderIrInst.Utof;
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ShaderIrNode op = new ShaderIrOp(inst, operA);
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
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}
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private static void EmitI2I(ShaderIrBlock block, long opCode, ShaderOper oper)
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{
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IntType type = GetIntType(opCode);
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if (type == IntType.U64 ||
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type == IntType.S64)
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{
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//TODO: 64-bits support.
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//Note: GLSL doesn't support 64-bits integers.
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throw new NotImplementedException();
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}
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int sel = opCode.Read(41, 3);
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bool negA = opCode.Read(45);
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bool absA = opCode.Read(49);
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bool satA = opCode.Read(50);
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ShaderIrNode operA;
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switch (oper)
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{
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case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
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case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
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case ShaderOper.Rr: operA = opCode.Gpr20(); break;
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default: throw new ArgumentException(nameof(oper));
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}
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operA = GetAluIabsIneg(operA, absA, negA);
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bool signed = type >= IntType.S8;
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int shift = sel * 8;
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int size = 8 << ((int)type & 3);
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if (shift != 0)
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{
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operA = new ShaderIrOp(ShaderIrInst.Asr, operA, new ShaderIrOperImm(shift));
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}
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if (size < 32)
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{
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uint mask = uint.MaxValue >> (32 - size);
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if (satA)
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{
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uint cMin = 0;
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uint cMax = mask;
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if (signed)
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{
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uint halfMask = mask >> 1;
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cMin -= halfMask + 1;
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cMax = halfMask;
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}
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ShaderIrOperImm min = new ShaderIrOperImm((int)cMin);
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ShaderIrOperImm max = new ShaderIrOperImm((int)cMax);
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operA = new ShaderIrOp(signed
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? ShaderIrInst.Clamps
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: ShaderIrInst.Clampu, operA, min, max);
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}
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else
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{
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operA = ExtendTo32(operA, signed, size);
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}
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}
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operA)));
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}
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private static void EmitSel(ShaderIrBlock block, long opCode, ShaderOper oper)
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{
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ShaderIrOperGpr dst = opCode.Gpr0();
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ShaderIrNode pred = opCode.Pred39N();
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ShaderIrNode resultA = opCode.Gpr8();
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ShaderIrNode resultB;
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switch (oper)
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{
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case ShaderOper.Cr: resultB = opCode.Cbuf34(); break;
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case ShaderOper.Imm: resultB = opCode.Imm19_20(); break;
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case ShaderOper.Rr: resultB = opCode.Gpr20(); break;
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default: throw new ArgumentException(nameof(oper));
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}
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block.AddNode(opCode.PredNode(new ShaderIrCond(pred, new ShaderIrAsg(dst, resultA), false)));
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block.AddNode(opCode.PredNode(new ShaderIrCond(pred, new ShaderIrAsg(dst, resultB), true)));
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}
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private static IntType GetIntType(long opCode)
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{
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bool signed = opCode.Read(13);
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IntType type = (IntType)(opCode.Read(10, 3));
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if (signed)
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{
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type += (int)IntType.S8;
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}
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return type;
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}
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private static FloatType GetFloatType(long opCode)
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{
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return (FloatType)(opCode.Read(8, 3));
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}
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private static ShaderIrInst GetRoundInst(long opCode)
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{
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switch (opCode.Read(39, 3))
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{
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case 1: return ShaderIrInst.Floor;
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case 2: return ShaderIrInst.Ceil;
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case 3: return ShaderIrInst.Trunc;
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}
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return ShaderIrInst.Invalid;
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}
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}
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} |