ShaderDecodeAlu.cs 11 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 Fadd_C(ShaderIrBlock Block, long OpCode)
  8. {
  9. EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fadd);
  10. }
  11. public static void Fadd_I(ShaderIrBlock Block, long OpCode)
  12. {
  13. EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fadd);
  14. }
  15. public static void Fadd_R(ShaderIrBlock Block, long OpCode)
  16. {
  17. EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fadd);
  18. }
  19. public static void Ffma_CR(ShaderIrBlock Block, long OpCode)
  20. {
  21. EmitAluFfma(Block, OpCode, ShaderOper.CR);
  22. }
  23. public static void Ffma_I(ShaderIrBlock Block, long OpCode)
  24. {
  25. EmitAluFfma(Block, OpCode, ShaderOper.Immf);
  26. }
  27. public static void Ffma_RC(ShaderIrBlock Block, long OpCode)
  28. {
  29. EmitAluFfma(Block, OpCode, ShaderOper.RC);
  30. }
  31. public static void Ffma_RR(ShaderIrBlock Block, long OpCode)
  32. {
  33. EmitAluFfma(Block, OpCode, ShaderOper.RR);
  34. }
  35. public static void Fmul32i(ShaderIrBlock Block, long OpCode)
  36. {
  37. ShaderIrNode OperA = GetOperGpr8 (OpCode);
  38. ShaderIrNode OperB = GetOperImmf32_20(OpCode);
  39. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
  40. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  41. }
  42. public static void Fmul_C(ShaderIrBlock Block, long OpCode)
  43. {
  44. EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fmul);
  45. }
  46. public static void Fmul_I(ShaderIrBlock Block, long OpCode)
  47. {
  48. EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fmul);
  49. }
  50. public static void Fmul_R(ShaderIrBlock Block, long OpCode)
  51. {
  52. EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fmul);
  53. }
  54. public static void Fsetp_C(ShaderIrBlock Block, long OpCode)
  55. {
  56. EmitFsetp(Block, OpCode, ShaderOper.CR);
  57. }
  58. public static void Fsetp_I(ShaderIrBlock Block, long OpCode)
  59. {
  60. EmitFsetp(Block, OpCode, ShaderOper.Immf);
  61. }
  62. public static void Fsetp_R(ShaderIrBlock Block, long OpCode)
  63. {
  64. EmitFsetp(Block, OpCode, ShaderOper.RR);
  65. }
  66. public static void Ipa(ShaderIrBlock Block, long OpCode)
  67. {
  68. ShaderIrNode OperA = GetOperAbuf28(OpCode);
  69. ShaderIrNode OperB = GetOperGpr20 (OpCode);
  70. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ipa, OperA, OperB);
  71. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  72. }
  73. public static void Isetp_C(ShaderIrBlock Block, long OpCode)
  74. {
  75. EmitIsetp(Block, OpCode, ShaderOper.CR);
  76. }
  77. public static void Isetp_I(ShaderIrBlock Block, long OpCode)
  78. {
  79. EmitIsetp(Block, OpCode, ShaderOper.Imm);
  80. }
  81. public static void Isetp_R(ShaderIrBlock Block, long OpCode)
  82. {
  83. EmitIsetp(Block, OpCode, ShaderOper.RR);
  84. }
  85. public static void Lop32i(ShaderIrBlock Block, long OpCode)
  86. {
  87. int SubOp = (int)(OpCode >> 53) & 3;
  88. bool Ia = ((OpCode >> 55) & 1) != 0;
  89. bool Ib = ((OpCode >> 56) & 1) != 0;
  90. ShaderIrInst Inst = 0;
  91. switch (SubOp)
  92. {
  93. case 0: Inst = ShaderIrInst.And; break;
  94. case 1: Inst = ShaderIrInst.Or; break;
  95. case 2: Inst = ShaderIrInst.Xor; break;
  96. }
  97. ShaderIrNode OperA = GetAluNot(GetOperGpr8(OpCode), Ia);
  98. //SubOp == 3 is pass, used by the not instruction
  99. //which just moves the inverted register value.
  100. if (SubOp < 3)
  101. {
  102. ShaderIrNode OperB = GetAluNot(GetOperImm32_20(OpCode), Ib);
  103. ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB);
  104. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  105. }
  106. else
  107. {
  108. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
  109. }
  110. }
  111. public static void Mufu(ShaderIrBlock Block, long OpCode)
  112. {
  113. int SubOp = (int)(OpCode >> 20) & 7;
  114. bool Aa = ((OpCode >> 46) & 1) != 0;
  115. bool Na = ((OpCode >> 48) & 1) != 0;
  116. ShaderIrInst Inst = 0;
  117. switch (SubOp)
  118. {
  119. case 0: Inst = ShaderIrInst.Fcos; break;
  120. case 1: Inst = ShaderIrInst.Fsin; break;
  121. case 2: Inst = ShaderIrInst.Fex2; break;
  122. case 3: Inst = ShaderIrInst.Flg2; break;
  123. case 4: Inst = ShaderIrInst.Frcp; break;
  124. case 5: Inst = ShaderIrInst.Frsq; break;
  125. default: throw new NotImplementedException(SubOp.ToString());
  126. }
  127. ShaderIrNode OperA = GetOperGpr8(OpCode);
  128. ShaderIrOp Op = new ShaderIrOp(Inst, GetAluAbsNeg(OperA, Aa, Na));
  129. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  130. }
  131. public static void Shr_C(ShaderIrBlock Block, long OpCode)
  132. {
  133. EmitAluBinary(Block, OpCode, ShaderOper.CR, GetShrInst(OpCode));
  134. }
  135. public static void Shr_I(ShaderIrBlock Block, long OpCode)
  136. {
  137. EmitAluBinary(Block, OpCode, ShaderOper.Imm, GetShrInst(OpCode));
  138. }
  139. public static void Shr_R(ShaderIrBlock Block, long OpCode)
  140. {
  141. EmitAluBinary(Block, OpCode, ShaderOper.RR, GetShrInst(OpCode));
  142. }
  143. private static ShaderIrInst GetShrInst(long OpCode)
  144. {
  145. bool Signed = ((OpCode >> 48) & 1) != 0;
  146. return Signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
  147. }
  148. private static void EmitAluBinary(
  149. ShaderIrBlock Block,
  150. long OpCode,
  151. ShaderOper Oper,
  152. ShaderIrInst Inst)
  153. {
  154. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  155. switch (Oper)
  156. {
  157. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  158. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  159. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  160. default: throw new ArgumentException(nameof(Oper));
  161. }
  162. ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
  163. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  164. }
  165. private static void EmitAluBinaryF(
  166. ShaderIrBlock Block,
  167. long OpCode,
  168. ShaderOper Oper,
  169. ShaderIrInst Inst)
  170. {
  171. bool Nb = ((OpCode >> 45) & 1) != 0;
  172. bool Aa = ((OpCode >> 46) & 1) != 0;
  173. bool Na = ((OpCode >> 48) & 1) != 0;
  174. bool Ab = ((OpCode >> 49) & 1) != 0;
  175. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  176. if (Inst == ShaderIrInst.Fadd)
  177. {
  178. OperA = GetAluAbsNeg(OperA, Aa, Na);
  179. }
  180. switch (Oper)
  181. {
  182. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  183. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  184. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  185. default: throw new ArgumentException(nameof(Oper));
  186. }
  187. OperB = GetAluAbsNeg(OperB, Ab, Nb);
  188. ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
  189. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  190. }
  191. private static void EmitAluFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  192. {
  193. bool Nb = ((OpCode >> 48) & 1) != 0;
  194. bool Nc = ((OpCode >> 49) & 1) != 0;
  195. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC;
  196. switch (Oper)
  197. {
  198. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  199. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  200. case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break;
  201. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  202. default: throw new ArgumentException(nameof(Oper));
  203. }
  204. OperB = GetAluNeg(OperB, Nb);
  205. if (Oper == ShaderOper.RC)
  206. {
  207. OperC = GetAluNeg(GetOperCbuf34(OpCode), Nc);
  208. }
  209. else
  210. {
  211. OperC = GetAluNeg(GetOperGpr39(OpCode), Nc);
  212. }
  213. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC);
  214. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  215. }
  216. private static void EmitFsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  217. {
  218. EmitSetp(Block, OpCode, true, Oper);
  219. }
  220. private static void EmitIsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  221. {
  222. EmitSetp(Block, OpCode, false, Oper);
  223. }
  224. private static void EmitSetp(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  225. {
  226. bool Aa = ((OpCode >> 7) & 1) != 0;
  227. bool Np = ((OpCode >> 42) & 1) != 0;
  228. bool Na = ((OpCode >> 43) & 1) != 0;
  229. bool Ab = ((OpCode >> 44) & 1) != 0;
  230. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  231. switch (Oper)
  232. {
  233. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  234. case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
  235. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  236. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  237. default: throw new ArgumentException(nameof(Oper));
  238. }
  239. ShaderIrInst CmpInst;
  240. if (IsFloat)
  241. {
  242. OperA = GetAluAbsNeg(OperA, Aa, Na);
  243. OperB = GetAluAbs (OperB, Ab);
  244. CmpInst = GetCmpF(OpCode);
  245. }
  246. else
  247. {
  248. CmpInst = GetCmp(OpCode);
  249. }
  250. ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
  251. ShaderIrOperPred P0Node = GetOperPred3 (OpCode);
  252. ShaderIrOperPred P1Node = GetOperPred0 (OpCode);
  253. ShaderIrOperPred P2Node = GetOperPred39(OpCode);
  254. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  255. ShaderIrInst LopInst = GetBLop(OpCode);
  256. if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
  257. {
  258. return;
  259. }
  260. ShaderIrNode P2NNode = P2Node;
  261. if (Np)
  262. {
  263. P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode);
  264. }
  265. Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node);
  266. Op = new ShaderIrOp(LopInst, Op, P2NNode);
  267. Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode));
  268. Op = new ShaderIrOp(LopInst, P0Node, P2NNode);
  269. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  270. }
  271. }
  272. }