ShaderDecodeAlu.cs 37 KB

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  1. using System;
  2. using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
  3. namespace Ryujinx.Graphics.Gal.Shader
  4. {
  5. static partial class ShaderDecode
  6. {
  7. public static void Bfe_C(ShaderIrBlock Block, long OpCode)
  8. {
  9. EmitBfe(Block, OpCode, ShaderOper.CR);
  10. }
  11. public static void Bfe_I(ShaderIrBlock Block, long OpCode)
  12. {
  13. EmitBfe(Block, OpCode, ShaderOper.Imm);
  14. }
  15. public static void Bfe_R(ShaderIrBlock Block, long OpCode)
  16. {
  17. EmitBfe(Block, OpCode, ShaderOper.RR);
  18. }
  19. public static void Fadd_C(ShaderIrBlock Block, long OpCode)
  20. {
  21. EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fadd);
  22. }
  23. public static void Fadd_I(ShaderIrBlock Block, long OpCode)
  24. {
  25. EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fadd);
  26. }
  27. public static void Fadd_I32(ShaderIrBlock Block, long OpCode)
  28. {
  29. ShaderIrNode OperA = GetOperGpr8 (OpCode);
  30. ShaderIrNode OperB = GetOperImmf32_20(OpCode);
  31. bool NegB = ((OpCode >> 53) & 1) != 0;
  32. bool AbsA = ((OpCode >> 54) & 1) != 0;
  33. bool NegA = ((OpCode >> 56) & 1) != 0;
  34. bool AbsB = ((OpCode >> 57) & 1) != 0;
  35. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  36. OperB = GetAluFabsFneg(OperB, AbsB, NegB);
  37. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB);
  38. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  39. }
  40. public static void Fadd_R(ShaderIrBlock Block, long OpCode)
  41. {
  42. EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fadd);
  43. }
  44. public static void Ffma_CR(ShaderIrBlock Block, long OpCode)
  45. {
  46. EmitFfma(Block, OpCode, ShaderOper.CR);
  47. }
  48. public static void Ffma_I(ShaderIrBlock Block, long OpCode)
  49. {
  50. EmitFfma(Block, OpCode, ShaderOper.Immf);
  51. }
  52. public static void Ffma_RC(ShaderIrBlock Block, long OpCode)
  53. {
  54. EmitFfma(Block, OpCode, ShaderOper.RC);
  55. }
  56. public static void Ffma_RR(ShaderIrBlock Block, long OpCode)
  57. {
  58. EmitFfma(Block, OpCode, ShaderOper.RR);
  59. }
  60. public static void Fmnmx_C(ShaderIrBlock Block, long OpCode)
  61. {
  62. EmitFmnmx(Block, OpCode, ShaderOper.CR);
  63. }
  64. public static void Fmnmx_I(ShaderIrBlock Block, long OpCode)
  65. {
  66. EmitFmnmx(Block, OpCode, ShaderOper.Immf);
  67. }
  68. public static void Fmnmx_R(ShaderIrBlock Block, long OpCode)
  69. {
  70. EmitFmnmx(Block, OpCode, ShaderOper.RR);
  71. }
  72. public static void Fmul_I32(ShaderIrBlock Block, long OpCode)
  73. {
  74. ShaderIrNode OperA = GetOperGpr8 (OpCode);
  75. ShaderIrNode OperB = GetOperImmf32_20(OpCode);
  76. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
  77. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  78. }
  79. public static void Fmul_C(ShaderIrBlock Block, long OpCode)
  80. {
  81. EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fmul);
  82. }
  83. public static void Fmul_I(ShaderIrBlock Block, long OpCode)
  84. {
  85. EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fmul);
  86. }
  87. public static void Fmul_R(ShaderIrBlock Block, long OpCode)
  88. {
  89. EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fmul);
  90. }
  91. public static void Fset_C(ShaderIrBlock Block, long OpCode)
  92. {
  93. EmitFset(Block, OpCode, ShaderOper.CR);
  94. }
  95. public static void Fset_I(ShaderIrBlock Block, long OpCode)
  96. {
  97. EmitFset(Block, OpCode, ShaderOper.Immf);
  98. }
  99. public static void Fset_R(ShaderIrBlock Block, long OpCode)
  100. {
  101. EmitFset(Block, OpCode, ShaderOper.RR);
  102. }
  103. public static void Fsetp_C(ShaderIrBlock Block, long OpCode)
  104. {
  105. EmitFsetp(Block, OpCode, ShaderOper.CR);
  106. }
  107. public static void Fsetp_I(ShaderIrBlock Block, long OpCode)
  108. {
  109. EmitFsetp(Block, OpCode, ShaderOper.Immf);
  110. }
  111. public static void Fsetp_R(ShaderIrBlock Block, long OpCode)
  112. {
  113. EmitFsetp(Block, OpCode, ShaderOper.RR);
  114. }
  115. public static void Iadd_C(ShaderIrBlock Block, long OpCode)
  116. {
  117. EmitIadd(Block, OpCode, ShaderOper.CR);
  118. }
  119. public static void Iadd_I(ShaderIrBlock Block, long OpCode)
  120. {
  121. EmitIadd(Block, OpCode, ShaderOper.Imm);
  122. }
  123. public static void Iadd_I32(ShaderIrBlock Block, long OpCode)
  124. {
  125. ShaderIrNode OperA = GetOperGpr8 (OpCode);
  126. ShaderIrNode OperB = GetOperImm32_20(OpCode);
  127. bool NegA = ((OpCode >> 56) & 1) != 0;
  128. OperA = GetAluIneg(OperA, NegA);
  129. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Add, OperA, OperB);
  130. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  131. }
  132. public static void Iadd_R(ShaderIrBlock Block, long OpCode)
  133. {
  134. EmitIadd(Block, OpCode, ShaderOper.RR);
  135. }
  136. public static void Iadd3_C(ShaderIrBlock Block, long OpCode)
  137. {
  138. EmitIadd3(Block, OpCode, ShaderOper.CR);
  139. }
  140. public static void Iadd3_I(ShaderIrBlock Block, long OpCode)
  141. {
  142. EmitIadd3(Block, OpCode, ShaderOper.Imm);
  143. }
  144. public static void Iadd3_R(ShaderIrBlock Block, long OpCode)
  145. {
  146. EmitIadd3(Block, OpCode, ShaderOper.RR);
  147. }
  148. public static void Imnmx_C(ShaderIrBlock Block, long OpCode)
  149. {
  150. EmitImnmx(Block, OpCode, ShaderOper.CR);
  151. }
  152. public static void Imnmx_I(ShaderIrBlock Block, long OpCode)
  153. {
  154. EmitImnmx(Block, OpCode, ShaderOper.Imm);
  155. }
  156. public static void Imnmx_R(ShaderIrBlock Block, long OpCode)
  157. {
  158. EmitImnmx(Block, OpCode, ShaderOper.RR);
  159. }
  160. public static void Ipa(ShaderIrBlock Block, long OpCode)
  161. {
  162. ShaderIrNode OperA = GetOperAbuf28(OpCode);
  163. ShaderIrNode OperB = GetOperGpr20 (OpCode);
  164. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ipa, OperA, OperB);
  165. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  166. }
  167. public static void Iscadd_C(ShaderIrBlock Block, long OpCode)
  168. {
  169. EmitIscadd(Block, OpCode, ShaderOper.CR);
  170. }
  171. public static void Iscadd_I(ShaderIrBlock Block, long OpCode)
  172. {
  173. EmitIscadd(Block, OpCode, ShaderOper.Imm);
  174. }
  175. public static void Iscadd_R(ShaderIrBlock Block, long OpCode)
  176. {
  177. EmitIscadd(Block, OpCode, ShaderOper.RR);
  178. }
  179. public static void Iset_C(ShaderIrBlock Block, long OpCode)
  180. {
  181. EmitIset(Block, OpCode, ShaderOper.CR);
  182. }
  183. public static void Iset_I(ShaderIrBlock Block, long OpCode)
  184. {
  185. EmitIset(Block, OpCode, ShaderOper.Imm);
  186. }
  187. public static void Iset_R(ShaderIrBlock Block, long OpCode)
  188. {
  189. EmitIset(Block, OpCode, ShaderOper.RR);
  190. }
  191. public static void Isetp_C(ShaderIrBlock Block, long OpCode)
  192. {
  193. EmitIsetp(Block, OpCode, ShaderOper.CR);
  194. }
  195. public static void Isetp_I(ShaderIrBlock Block, long OpCode)
  196. {
  197. EmitIsetp(Block, OpCode, ShaderOper.Imm);
  198. }
  199. public static void Isetp_R(ShaderIrBlock Block, long OpCode)
  200. {
  201. EmitIsetp(Block, OpCode, ShaderOper.RR);
  202. }
  203. public static void Lop_I32(ShaderIrBlock Block, long OpCode)
  204. {
  205. int SubOp = (int)(OpCode >> 53) & 3;
  206. bool InvA = ((OpCode >> 55) & 1) != 0;
  207. bool InvB = ((OpCode >> 56) & 1) != 0;
  208. ShaderIrInst Inst = 0;
  209. switch (SubOp)
  210. {
  211. case 0: Inst = ShaderIrInst.And; break;
  212. case 1: Inst = ShaderIrInst.Or; break;
  213. case 2: Inst = ShaderIrInst.Xor; break;
  214. }
  215. ShaderIrNode OperB = GetAluNot(GetOperImm32_20(OpCode), InvB);
  216. //SubOp == 3 is pass, used by the not instruction
  217. //which just moves the inverted register value.
  218. if (SubOp < 3)
  219. {
  220. ShaderIrNode OperA = GetAluNot(GetOperGpr8(OpCode), InvA);
  221. ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB);
  222. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  223. }
  224. else
  225. {
  226. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperB), OpCode));
  227. }
  228. }
  229. public static void Lop_C(ShaderIrBlock Block, long OpCode)
  230. {
  231. EmitLop(Block, OpCode, ShaderOper.CR);
  232. }
  233. public static void Lop_I(ShaderIrBlock Block, long OpCode)
  234. {
  235. EmitLop(Block, OpCode, ShaderOper.Imm);
  236. }
  237. public static void Lop_R(ShaderIrBlock Block, long OpCode)
  238. {
  239. EmitLop(Block, OpCode, ShaderOper.RR);
  240. }
  241. public static void Mufu(ShaderIrBlock Block, long OpCode)
  242. {
  243. int SubOp = (int)(OpCode >> 20) & 0xf;
  244. bool AbsA = ((OpCode >> 46) & 1) != 0;
  245. bool NegA = ((OpCode >> 48) & 1) != 0;
  246. ShaderIrInst Inst = 0;
  247. switch (SubOp)
  248. {
  249. case 0: Inst = ShaderIrInst.Fcos; break;
  250. case 1: Inst = ShaderIrInst.Fsin; break;
  251. case 2: Inst = ShaderIrInst.Fex2; break;
  252. case 3: Inst = ShaderIrInst.Flg2; break;
  253. case 4: Inst = ShaderIrInst.Frcp; break;
  254. case 5: Inst = ShaderIrInst.Frsq; break;
  255. case 8: Inst = ShaderIrInst.Fsqrt; break;
  256. default: throw new NotImplementedException(SubOp.ToString());
  257. }
  258. ShaderIrNode OperA = GetOperGpr8(OpCode);
  259. ShaderIrOp Op = new ShaderIrOp(Inst, GetAluFabsFneg(OperA, AbsA, NegA));
  260. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  261. }
  262. public static void Psetp(ShaderIrBlock Block, long OpCode)
  263. {
  264. bool NegA = ((OpCode >> 15) & 1) != 0;
  265. bool NegB = ((OpCode >> 32) & 1) != 0;
  266. bool NegP = ((OpCode >> 42) & 1) != 0;
  267. ShaderIrInst LopInst = GetBLop24(OpCode);
  268. ShaderIrNode OperA = GetOperPred12(OpCode);
  269. ShaderIrNode OperB = GetOperPred29(OpCode);
  270. if (NegA)
  271. {
  272. OperA = new ShaderIrOp(ShaderIrInst.Bnot, OperA);
  273. }
  274. if (NegB)
  275. {
  276. OperB = new ShaderIrOp(ShaderIrInst.Bnot, OperB);
  277. }
  278. ShaderIrOp Op = new ShaderIrOp(LopInst, OperA, OperB);
  279. ShaderIrOperPred P0Node = GetOperPred3 (OpCode);
  280. ShaderIrOperPred P1Node = GetOperPred0 (OpCode);
  281. ShaderIrOperPred P2Node = GetOperPred39(OpCode);
  282. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  283. LopInst = GetBLop45(OpCode);
  284. if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
  285. {
  286. return;
  287. }
  288. ShaderIrNode P2NNode = P2Node;
  289. if (NegP)
  290. {
  291. P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode);
  292. }
  293. Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node);
  294. Op = new ShaderIrOp(LopInst, Op, P2NNode);
  295. Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode));
  296. Op = new ShaderIrOp(LopInst, P0Node, P2NNode);
  297. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  298. }
  299. public static void Rro_C(ShaderIrBlock Block, long OpCode)
  300. {
  301. EmitRro(Block, OpCode, ShaderOper.CR);
  302. }
  303. public static void Rro_I(ShaderIrBlock Block, long OpCode)
  304. {
  305. EmitRro(Block, OpCode, ShaderOper.Immf);
  306. }
  307. public static void Rro_R(ShaderIrBlock Block, long OpCode)
  308. {
  309. EmitRro(Block, OpCode, ShaderOper.RR);
  310. }
  311. public static void Shl_C(ShaderIrBlock Block, long OpCode)
  312. {
  313. EmitAluBinary(Block, OpCode, ShaderOper.CR, ShaderIrInst.Lsl);
  314. }
  315. public static void Shl_I(ShaderIrBlock Block, long OpCode)
  316. {
  317. EmitAluBinary(Block, OpCode, ShaderOper.Imm, ShaderIrInst.Lsl);
  318. }
  319. public static void Shl_R(ShaderIrBlock Block, long OpCode)
  320. {
  321. EmitAluBinary(Block, OpCode, ShaderOper.RR, ShaderIrInst.Lsl);
  322. }
  323. public static void Shr_C(ShaderIrBlock Block, long OpCode)
  324. {
  325. EmitAluBinary(Block, OpCode, ShaderOper.CR, GetShrInst(OpCode));
  326. }
  327. public static void Shr_I(ShaderIrBlock Block, long OpCode)
  328. {
  329. EmitAluBinary(Block, OpCode, ShaderOper.Imm, GetShrInst(OpCode));
  330. }
  331. public static void Shr_R(ShaderIrBlock Block, long OpCode)
  332. {
  333. EmitAluBinary(Block, OpCode, ShaderOper.RR, GetShrInst(OpCode));
  334. }
  335. private static ShaderIrInst GetShrInst(long OpCode)
  336. {
  337. bool Signed = ((OpCode >> 48) & 1) != 0;
  338. return Signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
  339. }
  340. public static void Xmad_CR(ShaderIrBlock Block, long OpCode)
  341. {
  342. EmitXmad(Block, OpCode, ShaderOper.CR);
  343. }
  344. public static void Xmad_I(ShaderIrBlock Block, long OpCode)
  345. {
  346. EmitXmad(Block, OpCode, ShaderOper.Imm);
  347. }
  348. public static void Xmad_RC(ShaderIrBlock Block, long OpCode)
  349. {
  350. EmitXmad(Block, OpCode, ShaderOper.RC);
  351. }
  352. public static void Xmad_RR(ShaderIrBlock Block, long OpCode)
  353. {
  354. EmitXmad(Block, OpCode, ShaderOper.RR);
  355. }
  356. private static void EmitAluBinary(
  357. ShaderIrBlock Block,
  358. long OpCode,
  359. ShaderOper Oper,
  360. ShaderIrInst Inst)
  361. {
  362. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  363. switch (Oper)
  364. {
  365. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  366. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  367. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  368. default: throw new ArgumentException(nameof(Oper));
  369. }
  370. ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
  371. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  372. }
  373. private static void EmitAluBinaryF(
  374. ShaderIrBlock Block,
  375. long OpCode,
  376. ShaderOper Oper,
  377. ShaderIrInst Inst)
  378. {
  379. bool NegB = ((OpCode >> 45) & 1) != 0;
  380. bool AbsA = ((OpCode >> 46) & 1) != 0;
  381. bool NegA = ((OpCode >> 48) & 1) != 0;
  382. bool AbsB = ((OpCode >> 49) & 1) != 0;
  383. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  384. if (Inst == ShaderIrInst.Fadd)
  385. {
  386. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  387. }
  388. switch (Oper)
  389. {
  390. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  391. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  392. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  393. default: throw new ArgumentException(nameof(Oper));
  394. }
  395. OperB = GetAluFabsFneg(OperB, AbsB, NegB);
  396. ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
  397. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  398. }
  399. private static void EmitBfe(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  400. {
  401. //TODO: Handle the case where position + length
  402. //is greater than the word size, in this case the sign bit
  403. //needs to be replicated to fill the remaining space.
  404. bool NegB = ((OpCode >> 48) & 1) != 0;
  405. bool NegA = ((OpCode >> 49) & 1) != 0;
  406. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  407. switch (Oper)
  408. {
  409. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  410. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  411. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  412. default: throw new ArgumentException(nameof(Oper));
  413. }
  414. ShaderIrNode Op;
  415. bool Signed = ((OpCode >> 48) & 1) != 0; //?
  416. if (OperB is ShaderIrOperImm PosLen)
  417. {
  418. int Position = (PosLen.Value >> 0) & 0xff;
  419. int Length = (PosLen.Value >> 8) & 0xff;
  420. int LSh = 32 - (Position + Length);
  421. ShaderIrInst RightShift = Signed
  422. ? ShaderIrInst.Asr
  423. : ShaderIrInst.Lsr;
  424. Op = new ShaderIrOp(ShaderIrInst.Lsl, OperA, new ShaderIrOperImm(LSh));
  425. Op = new ShaderIrOp(RightShift, Op, new ShaderIrOperImm(LSh + Position));
  426. }
  427. else
  428. {
  429. ShaderIrOperImm Shift = new ShaderIrOperImm(8);
  430. ShaderIrOperImm Mask = new ShaderIrOperImm(0xff);
  431. ShaderIrNode OpPos, OpLen;
  432. OpPos = new ShaderIrOp(ShaderIrInst.And, OperB, Mask);
  433. OpLen = new ShaderIrOp(ShaderIrInst.Lsr, OperB, Shift);
  434. OpLen = new ShaderIrOp(ShaderIrInst.And, OpLen, Mask);
  435. Op = new ShaderIrOp(ShaderIrInst.Lsr, OperA, OpPos);
  436. Op = ExtendTo32(Op, Signed, OpLen);
  437. }
  438. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  439. }
  440. private static void EmitFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  441. {
  442. bool NegB = ((OpCode >> 48) & 1) != 0;
  443. bool NegC = ((OpCode >> 49) & 1) != 0;
  444. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC;
  445. switch (Oper)
  446. {
  447. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  448. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  449. case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break;
  450. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  451. default: throw new ArgumentException(nameof(Oper));
  452. }
  453. OperB = GetAluFneg(OperB, NegB);
  454. if (Oper == ShaderOper.RC)
  455. {
  456. OperC = GetAluFneg(GetOperCbuf34(OpCode), NegC);
  457. }
  458. else
  459. {
  460. OperC = GetAluFneg(GetOperGpr39(OpCode), NegC);
  461. }
  462. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC);
  463. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  464. }
  465. private static void EmitIadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  466. {
  467. ShaderIrNode OperA = GetOperGpr8(OpCode);
  468. ShaderIrNode OperB;
  469. switch (Oper)
  470. {
  471. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  472. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  473. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  474. default: throw new ArgumentException(nameof(Oper));
  475. }
  476. bool NegA = ((OpCode >> 49) & 1) != 0;
  477. bool NegB = ((OpCode >> 48) & 1) != 0;
  478. OperA = GetAluIneg(OperA, NegA);
  479. OperB = GetAluIneg(OperB, NegB);
  480. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Add, OperA, OperB);
  481. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  482. }
  483. private static void EmitIadd3(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  484. {
  485. int Mode = (int)((OpCode >> 37) & 3);
  486. bool Neg1 = ((OpCode >> 51) & 1) != 0;
  487. bool Neg2 = ((OpCode >> 50) & 1) != 0;
  488. bool Neg3 = ((OpCode >> 49) & 1) != 0;
  489. int Height1 = (int)((OpCode >> 35) & 3);
  490. int Height2 = (int)((OpCode >> 33) & 3);
  491. int Height3 = (int)((OpCode >> 31) & 3);
  492. ShaderIrNode OperB;
  493. switch (Oper)
  494. {
  495. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  496. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  497. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  498. default: throw new ArgumentException(nameof(Oper));
  499. }
  500. ShaderIrNode ApplyHeight(ShaderIrNode Src, int Height)
  501. {
  502. if (Oper != ShaderOper.RR)
  503. {
  504. return Src;
  505. }
  506. switch (Height)
  507. {
  508. case 0: return Src;
  509. case 1: return new ShaderIrOp(ShaderIrInst.And, Src, new ShaderIrOperImm(0xffff));
  510. case 2: return new ShaderIrOp(ShaderIrInst.Lsr, Src, new ShaderIrOperImm(16));
  511. default: throw new InvalidOperationException();
  512. }
  513. }
  514. ShaderIrNode Src1 = GetAluIneg(ApplyHeight(GetOperGpr8(OpCode), Height1), Neg1);
  515. ShaderIrNode Src2 = GetAluIneg(ApplyHeight(OperB, Height2), Neg2);
  516. ShaderIrNode Src3 = GetAluIneg(ApplyHeight(GetOperGpr39(OpCode), Height3), Neg3);
  517. ShaderIrOp Sum = new ShaderIrOp(ShaderIrInst.Add, Src1, Src2);
  518. if (Oper == ShaderOper.RR)
  519. {
  520. switch (Mode)
  521. {
  522. case 1: Sum = new ShaderIrOp(ShaderIrInst.Lsr, Sum, new ShaderIrOperImm(16)); break;
  523. case 2: Sum = new ShaderIrOp(ShaderIrInst.Lsl, Sum, new ShaderIrOperImm(16)); break;
  524. }
  525. }
  526. //Note: Here there should be a "+ 1" when carry flag is set
  527. //but since carry is mostly ignored by other instructions, it's excluded for now
  528. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), new ShaderIrOp(ShaderIrInst.Add, Sum, Src3)), OpCode));
  529. }
  530. private static void EmitIscadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  531. {
  532. bool NegB = ((OpCode >> 48) & 1) != 0;
  533. bool NegA = ((OpCode >> 49) & 1) != 0;
  534. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  535. ShaderIrOperImm Scale = GetOperImm5_39(OpCode);
  536. switch (Oper)
  537. {
  538. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  539. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  540. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  541. default: throw new ArgumentException(nameof(Oper));
  542. }
  543. OperA = GetAluIneg(OperA, NegA);
  544. OperB = GetAluIneg(OperB, NegB);
  545. ShaderIrOp ScaleOp = new ShaderIrOp(ShaderIrInst.Lsl, OperA, Scale);
  546. ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, OperB, ScaleOp);
  547. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
  548. }
  549. private static void EmitFmnmx(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  550. {
  551. EmitMnmx(Block, OpCode, true, Oper);
  552. }
  553. private static void EmitImnmx(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  554. {
  555. EmitMnmx(Block, OpCode, false, Oper);
  556. }
  557. private static void EmitMnmx(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  558. {
  559. bool NegB = ((OpCode >> 45) & 1) != 0;
  560. bool AbsA = ((OpCode >> 46) & 1) != 0;
  561. bool NegA = ((OpCode >> 48) & 1) != 0;
  562. bool AbsB = ((OpCode >> 49) & 1) != 0;
  563. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  564. if (IsFloat)
  565. {
  566. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  567. }
  568. else
  569. {
  570. OperA = GetAluIabsIneg(OperA, AbsA, NegA);
  571. }
  572. switch (Oper)
  573. {
  574. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  575. case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
  576. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  577. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  578. default: throw new ArgumentException(nameof(Oper));
  579. }
  580. if (IsFloat)
  581. {
  582. OperB = GetAluFabsFneg(OperB, AbsB, NegB);
  583. }
  584. else
  585. {
  586. OperB = GetAluIabsIneg(OperB, AbsB, NegB);
  587. }
  588. ShaderIrOperPred Pred = GetOperPred39(OpCode);
  589. ShaderIrOp Op;
  590. ShaderIrInst MaxInst = IsFloat ? ShaderIrInst.Fmax : ShaderIrInst.Max;
  591. ShaderIrInst MinInst = IsFloat ? ShaderIrInst.Fmin : ShaderIrInst.Min;
  592. if (Pred.IsConst)
  593. {
  594. bool IsMax = ((OpCode >> 42) & 1) != 0;
  595. Op = new ShaderIrOp(IsMax
  596. ? MaxInst
  597. : MinInst, OperA, OperB);
  598. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  599. }
  600. else
  601. {
  602. ShaderIrNode PredN = GetOperPred39N(OpCode);
  603. ShaderIrOp OpMax = new ShaderIrOp(MaxInst, OperA, OperB);
  604. ShaderIrOp OpMin = new ShaderIrOp(MinInst, OperA, OperB);
  605. ShaderIrAsg AsgMax = new ShaderIrAsg(GetOperGpr0(OpCode), OpMax);
  606. ShaderIrAsg AsgMin = new ShaderIrAsg(GetOperGpr0(OpCode), OpMin);
  607. Block.AddNode(GetPredNode(new ShaderIrCond(PredN, AsgMax, Not: true), OpCode));
  608. Block.AddNode(GetPredNode(new ShaderIrCond(PredN, AsgMin, Not: false), OpCode));
  609. }
  610. }
  611. private static void EmitRro(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  612. {
  613. //Note: this is a range reduction instruction and is supposed to
  614. //be used with Mufu, here it just moves the value and ignores the operation.
  615. bool NegA = ((OpCode >> 45) & 1) != 0;
  616. bool AbsA = ((OpCode >> 49) & 1) != 0;
  617. ShaderIrNode OperA;
  618. switch (Oper)
  619. {
  620. case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
  621. case ShaderOper.Immf: OperA = GetOperImmf19_20(OpCode); break;
  622. case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); break;
  623. default: throw new ArgumentException(nameof(Oper));
  624. }
  625. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  626. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
  627. }
  628. private static void EmitFset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  629. {
  630. EmitSet(Block, OpCode, true, Oper);
  631. }
  632. private static void EmitIset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  633. {
  634. EmitSet(Block, OpCode, false, Oper);
  635. }
  636. private static void EmitSet(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  637. {
  638. bool NegA = ((OpCode >> 43) & 1) != 0;
  639. bool AbsB = ((OpCode >> 44) & 1) != 0;
  640. bool BoolFloat = ((OpCode >> 52) & 1) != 0;
  641. bool NegB = ((OpCode >> 53) & 1) != 0;
  642. bool AbsA = ((OpCode >> 54) & 1) != 0;
  643. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  644. switch (Oper)
  645. {
  646. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  647. case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
  648. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  649. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  650. default: throw new ArgumentException(nameof(Oper));
  651. }
  652. ShaderIrInst CmpInst;
  653. if (IsFloat)
  654. {
  655. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  656. OperB = GetAluFabsFneg(OperB, AbsB, NegB);
  657. CmpInst = GetCmpF(OpCode);
  658. }
  659. else
  660. {
  661. CmpInst = GetCmp(OpCode);
  662. }
  663. ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
  664. ShaderIrInst LopInst = GetBLop45(OpCode);
  665. ShaderIrOperPred PNode = GetOperPred39(OpCode);
  666. ShaderIrNode Imm0, Imm1;
  667. if (BoolFloat)
  668. {
  669. Imm0 = new ShaderIrOperImmf(0);
  670. Imm1 = new ShaderIrOperImmf(1);
  671. }
  672. else
  673. {
  674. Imm0 = new ShaderIrOperImm(0);
  675. Imm1 = new ShaderIrOperImm(-1);
  676. }
  677. ShaderIrNode Asg0 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm0);
  678. ShaderIrNode Asg1 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm1);
  679. if (LopInst != ShaderIrInst.Band || !PNode.IsConst)
  680. {
  681. ShaderIrOp Op2 = new ShaderIrOp(LopInst, Op, PNode);
  682. Asg0 = new ShaderIrCond(Op2, Asg0, Not: true);
  683. Asg1 = new ShaderIrCond(Op2, Asg1, Not: false);
  684. }
  685. else
  686. {
  687. Asg0 = new ShaderIrCond(Op, Asg0, Not: true);
  688. Asg1 = new ShaderIrCond(Op, Asg1, Not: false);
  689. }
  690. Block.AddNode(GetPredNode(Asg0, OpCode));
  691. Block.AddNode(GetPredNode(Asg1, OpCode));
  692. }
  693. private static void EmitFsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  694. {
  695. EmitSetp(Block, OpCode, true, Oper);
  696. }
  697. private static void EmitIsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  698. {
  699. EmitSetp(Block, OpCode, false, Oper);
  700. }
  701. private static void EmitSetp(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  702. {
  703. bool AbsA = ((OpCode >> 7) & 1) != 0;
  704. bool NegP = ((OpCode >> 42) & 1) != 0;
  705. bool NegA = ((OpCode >> 43) & 1) != 0;
  706. bool AbsB = ((OpCode >> 44) & 1) != 0;
  707. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  708. switch (Oper)
  709. {
  710. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  711. case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
  712. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  713. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  714. default: throw new ArgumentException(nameof(Oper));
  715. }
  716. ShaderIrInst CmpInst;
  717. if (IsFloat)
  718. {
  719. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  720. OperB = GetAluFabs (OperB, AbsB);
  721. CmpInst = GetCmpF(OpCode);
  722. }
  723. else
  724. {
  725. CmpInst = GetCmp(OpCode);
  726. }
  727. ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
  728. ShaderIrOperPred P0Node = GetOperPred3 (OpCode);
  729. ShaderIrOperPred P1Node = GetOperPred0 (OpCode);
  730. ShaderIrOperPred P2Node = GetOperPred39(OpCode);
  731. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  732. ShaderIrInst LopInst = GetBLop45(OpCode);
  733. if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
  734. {
  735. return;
  736. }
  737. ShaderIrNode P2NNode = P2Node;
  738. if (NegP)
  739. {
  740. P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode);
  741. }
  742. Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node);
  743. Op = new ShaderIrOp(LopInst, Op, P2NNode);
  744. Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode));
  745. Op = new ShaderIrOp(LopInst, P0Node, P2NNode);
  746. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  747. }
  748. private static void EmitLop(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  749. {
  750. int SubOp = (int)(OpCode >> 41) & 3;
  751. bool InvA = ((OpCode >> 39) & 1) != 0;
  752. bool InvB = ((OpCode >> 40) & 1) != 0;
  753. ShaderIrInst Inst = 0;
  754. switch (SubOp)
  755. {
  756. case 0: Inst = ShaderIrInst.And; break;
  757. case 1: Inst = ShaderIrInst.Or; break;
  758. case 2: Inst = ShaderIrInst.Xor; break;
  759. }
  760. ShaderIrNode OperA = GetAluNot(GetOperGpr8(OpCode), InvA);
  761. ShaderIrNode OperB;
  762. switch (Oper)
  763. {
  764. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  765. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  766. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  767. default: throw new ArgumentException(nameof(Oper));
  768. }
  769. OperB = GetAluNot(OperB, InvB);
  770. ShaderIrNode Op;
  771. if (SubOp < 3)
  772. {
  773. Op = new ShaderIrOp(Inst, OperA, OperB);
  774. }
  775. else
  776. {
  777. Op = OperB;
  778. }
  779. ShaderIrNode Compare = new ShaderIrOp(ShaderIrInst.Cne, Op, new ShaderIrOperImm(0));
  780. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperPred48(OpCode), Compare), OpCode));
  781. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  782. }
  783. private static void EmitXmad(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  784. {
  785. //TODO: Confirm SignAB/C, it is just a guess.
  786. //TODO: Implement Mode 3 (CSFU), what it does?
  787. bool SignAB = ((OpCode >> 48) & 1) != 0;
  788. bool SignC = ((OpCode >> 49) & 1) != 0;
  789. bool HighB = ((OpCode >> 52) & 1) != 0;
  790. bool HighA = ((OpCode >> 53) & 1) != 0;
  791. int Mode = (int)(OpCode >> 50) & 7;
  792. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC;
  793. ShaderIrOperImm Imm16 = new ShaderIrOperImm(16);
  794. ShaderIrOperImm ImmMsk = new ShaderIrOperImm(0xffff);
  795. ShaderIrInst ShiftAB = SignAB ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
  796. ShaderIrInst ShiftC = SignC ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
  797. if (HighA)
  798. {
  799. OperA = new ShaderIrOp(ShiftAB, OperA, Imm16);
  800. }
  801. switch (Oper)
  802. {
  803. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  804. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  805. case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break;
  806. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  807. default: throw new ArgumentException(nameof(Oper));
  808. }
  809. bool ProductShiftLeft = false, Merge = false;
  810. if (Oper == ShaderOper.RC)
  811. {
  812. OperC = GetOperCbuf34(OpCode);
  813. }
  814. else
  815. {
  816. OperC = GetOperGpr39(OpCode);
  817. ProductShiftLeft = ((OpCode >> 36) & 1) != 0;
  818. Merge = ((OpCode >> 37) & 1) != 0;
  819. }
  820. switch (Mode)
  821. {
  822. //CLO.
  823. case 1: OperC = ExtendTo32(OperC, SignC, 16); break;
  824. //CHI.
  825. case 2: OperC = new ShaderIrOp(ShiftC, OperC, Imm16); break;
  826. }
  827. ShaderIrNode OperBH = OperB;
  828. if (HighB)
  829. {
  830. OperBH = new ShaderIrOp(ShiftAB, OperBH, Imm16);
  831. }
  832. ShaderIrOp MulOp = new ShaderIrOp(ShaderIrInst.Mul, OperA, OperBH);
  833. if (ProductShiftLeft)
  834. {
  835. MulOp = new ShaderIrOp(ShaderIrInst.Lsl, MulOp, Imm16);
  836. }
  837. ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, MulOp, OperC);
  838. if (Merge)
  839. {
  840. AddOp = new ShaderIrOp(ShaderIrInst.And, AddOp, ImmMsk);
  841. OperB = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
  842. AddOp = new ShaderIrOp(ShaderIrInst.Or, AddOp, OperB);
  843. }
  844. if (Mode == 4)
  845. {
  846. OperB = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
  847. AddOp = new ShaderIrOp(ShaderIrInst.Or, AddOp, OperB);
  848. }
  849. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
  850. }
  851. }
  852. }