mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-24 00:32:03 +00:00
42dc925c3d
* Use a program counter to control shaders' flow * Cleanup * Implement SSY/SYNC * Address feedback * Fixup commentary * Fixup Ssy instruction
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, long 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, long 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, long 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, long 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, long 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, long 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, long 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, long 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, long 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, long 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, long 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, long 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, long 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(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), GetOperGpr8(OpCode)), OpCode));
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}
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public static void Mov_C(ShaderIrBlock Block, long OpCode, long Position)
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{
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ShaderIrOperCbuf Cbuf = GetOperCbuf34(OpCode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Cbuf), OpCode));
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}
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public static void Mov_I(ShaderIrBlock Block, long OpCode, long Position)
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{
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ShaderIrOperImm Imm = GetOperImm19_20(OpCode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Imm), OpCode));
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}
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public static void Mov_I32(ShaderIrBlock Block, long OpCode, long Position)
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{
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ShaderIrOperImm Imm = GetOperImm32_20(OpCode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Imm), OpCode));
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}
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public static void Mov_R(ShaderIrBlock Block, long OpCode, long Position)
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{
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ShaderIrOperGpr Gpr = GetOperGpr20(OpCode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Gpr), OpCode));
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}
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public static void Sel_C(ShaderIrBlock Block, long OpCode, long 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, long 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, long 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, long 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(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Source), OpCode));
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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 >> 45) & 1) != 0;
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bool AbsA = ((OpCode >> 49) & 1) != 0;
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ShaderIrNode OperA;
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switch (Oper)
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{
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case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Immf: OperA = GetOperImmf19_20(OpCode); break;
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case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); 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(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
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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 >> 45) & 1) != 0;
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bool AbsA = ((OpCode >> 49) & 1) != 0;
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ShaderIrNode OperA;
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switch (Oper)
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{
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case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Immf: OperA = GetOperImmf19_20(OpCode); break;
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case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); 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 IMin = new ShaderIrOperImmf(CMin);
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ShaderIrOperImmf IMax = new ShaderIrOperImmf(CMax);
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OperA = new ShaderIrOp(ShaderIrInst.Fclamp, OperA, IMin, IMax);
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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(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
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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 = (int)(OpCode >> 41) & 3;
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bool NegA = ((OpCode >> 45) & 1) != 0;
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bool AbsA = ((OpCode >> 49) & 1) != 0;
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ShaderIrNode OperA;
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switch (Oper)
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{
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case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Imm: OperA = GetOperImm19_20(OpCode); break;
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case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); 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(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
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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 = (int)(OpCode >> 41) & 3;
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bool NegA = ((OpCode >> 45) & 1) != 0;
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bool AbsA = ((OpCode >> 49) & 1) != 0;
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bool SatA = ((OpCode >> 50) & 1) != 0;
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ShaderIrNode OperA;
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switch (Oper)
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{
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case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Immf: OperA = GetOperImmf19_20(OpCode); break;
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case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); 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 IMin = new ShaderIrOperImm((int)CMin);
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ShaderIrOperImm IMax = 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, IMin, IMax);
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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(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
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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 = GetOperGpr0 (OpCode);
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ShaderIrNode Pred = GetOperPred39N(OpCode);
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ShaderIrNode ResultA = GetOperGpr8(OpCode);
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ShaderIrNode ResultB;
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switch (Oper)
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{
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case ShaderOper.CR: ResultB = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Imm: ResultB = GetOperImm19_20(OpCode); break;
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case ShaderOper.RR: ResultB = GetOperGpr20 (OpCode); break;
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default: throw new ArgumentException(nameof(Oper));
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}
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Block.AddNode(GetPredNode(new ShaderIrCond(Pred, new ShaderIrAsg(Dst, ResultA), false), OpCode));
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Block.AddNode(GetPredNode(new ShaderIrCond(Pred, new ShaderIrAsg(Dst, ResultB), true), OpCode));
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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 >> 13) & 1) != 0;
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IntType Type = (IntType)((OpCode >> 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 >> 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 >> 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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} |