ShaderDecodeAlu.cs 29 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_R(ShaderIrBlock Block, long OpCode)
  28. {
  29. EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fadd);
  30. }
  31. public static void Ffma_CR(ShaderIrBlock Block, long OpCode)
  32. {
  33. EmitFfma(Block, OpCode, ShaderOper.CR);
  34. }
  35. public static void Ffma_I(ShaderIrBlock Block, long OpCode)
  36. {
  37. EmitFfma(Block, OpCode, ShaderOper.Immf);
  38. }
  39. public static void Ffma_RC(ShaderIrBlock Block, long OpCode)
  40. {
  41. EmitFfma(Block, OpCode, ShaderOper.RC);
  42. }
  43. public static void Ffma_RR(ShaderIrBlock Block, long OpCode)
  44. {
  45. EmitFfma(Block, OpCode, ShaderOper.RR);
  46. }
  47. public static void Fmnmx_C(ShaderIrBlock Block, long OpCode)
  48. {
  49. EmitFmnmx(Block, OpCode, ShaderOper.CR);
  50. }
  51. public static void Fmnmx_I(ShaderIrBlock Block, long OpCode)
  52. {
  53. EmitFmnmx(Block, OpCode, ShaderOper.Immf);
  54. }
  55. public static void Fmnmx_R(ShaderIrBlock Block, long OpCode)
  56. {
  57. EmitFmnmx(Block, OpCode, ShaderOper.RR);
  58. }
  59. public static void Fmul_I32(ShaderIrBlock Block, long OpCode)
  60. {
  61. ShaderIrNode OperA = GetOperGpr8 (OpCode);
  62. ShaderIrNode OperB = GetOperImmf32_20(OpCode);
  63. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
  64. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  65. }
  66. public static void Fmul_C(ShaderIrBlock Block, long OpCode)
  67. {
  68. EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fmul);
  69. }
  70. public static void Fmul_I(ShaderIrBlock Block, long OpCode)
  71. {
  72. EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fmul);
  73. }
  74. public static void Fmul_R(ShaderIrBlock Block, long OpCode)
  75. {
  76. EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fmul);
  77. }
  78. public static void Fset_C(ShaderIrBlock Block, long OpCode)
  79. {
  80. EmitFset(Block, OpCode, ShaderOper.CR);
  81. }
  82. public static void Fset_I(ShaderIrBlock Block, long OpCode)
  83. {
  84. EmitFset(Block, OpCode, ShaderOper.Immf);
  85. }
  86. public static void Fset_R(ShaderIrBlock Block, long OpCode)
  87. {
  88. EmitFset(Block, OpCode, ShaderOper.RR);
  89. }
  90. public static void Fsetp_C(ShaderIrBlock Block, long OpCode)
  91. {
  92. EmitFsetp(Block, OpCode, ShaderOper.CR);
  93. }
  94. public static void Fsetp_I(ShaderIrBlock Block, long OpCode)
  95. {
  96. EmitFsetp(Block, OpCode, ShaderOper.Immf);
  97. }
  98. public static void Fsetp_R(ShaderIrBlock Block, long OpCode)
  99. {
  100. EmitFsetp(Block, OpCode, ShaderOper.RR);
  101. }
  102. public static void Imnmx_C(ShaderIrBlock Block, long OpCode)
  103. {
  104. EmitImnmx(Block, OpCode, ShaderOper.CR);
  105. }
  106. public static void Imnmx_I(ShaderIrBlock Block, long OpCode)
  107. {
  108. EmitImnmx(Block, OpCode, ShaderOper.Imm);
  109. }
  110. public static void Imnmx_R(ShaderIrBlock Block, long OpCode)
  111. {
  112. EmitImnmx(Block, OpCode, ShaderOper.RR);
  113. }
  114. public static void Ipa(ShaderIrBlock Block, long OpCode)
  115. {
  116. ShaderIrNode OperA = GetOperAbuf28(OpCode);
  117. ShaderIrNode OperB = GetOperGpr20 (OpCode);
  118. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ipa, OperA, OperB);
  119. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  120. }
  121. public static void Iscadd_C(ShaderIrBlock Block, long OpCode)
  122. {
  123. EmitIscadd(Block, OpCode, ShaderOper.CR);
  124. }
  125. public static void Iscadd_I(ShaderIrBlock Block, long OpCode)
  126. {
  127. EmitIscadd(Block, OpCode, ShaderOper.Imm);
  128. }
  129. public static void Iscadd_R(ShaderIrBlock Block, long OpCode)
  130. {
  131. EmitIscadd(Block, OpCode, ShaderOper.RR);
  132. }
  133. public static void Isetp_C(ShaderIrBlock Block, long OpCode)
  134. {
  135. EmitIsetp(Block, OpCode, ShaderOper.CR);
  136. }
  137. public static void Isetp_I(ShaderIrBlock Block, long OpCode)
  138. {
  139. EmitIsetp(Block, OpCode, ShaderOper.Imm);
  140. }
  141. public static void Isetp_R(ShaderIrBlock Block, long OpCode)
  142. {
  143. EmitIsetp(Block, OpCode, ShaderOper.RR);
  144. }
  145. public static void Lop_I32(ShaderIrBlock Block, long OpCode)
  146. {
  147. int SubOp = (int)(OpCode >> 53) & 3;
  148. bool InvA = ((OpCode >> 55) & 1) != 0;
  149. bool InvB = ((OpCode >> 56) & 1) != 0;
  150. ShaderIrInst Inst = 0;
  151. switch (SubOp)
  152. {
  153. case 0: Inst = ShaderIrInst.And; break;
  154. case 1: Inst = ShaderIrInst.Or; break;
  155. case 2: Inst = ShaderIrInst.Xor; break;
  156. }
  157. ShaderIrNode OperA = GetAluNot(GetOperGpr8(OpCode), InvA);
  158. //SubOp == 3 is pass, used by the not instruction
  159. //which just moves the inverted register value.
  160. if (SubOp < 3)
  161. {
  162. ShaderIrNode OperB = GetAluNot(GetOperImm32_20(OpCode), InvB);
  163. ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB);
  164. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  165. }
  166. else
  167. {
  168. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
  169. }
  170. }
  171. public static void Mufu(ShaderIrBlock Block, long OpCode)
  172. {
  173. int SubOp = (int)(OpCode >> 20) & 7;
  174. bool AbsA = ((OpCode >> 46) & 1) != 0;
  175. bool NegA = ((OpCode >> 48) & 1) != 0;
  176. ShaderIrInst Inst = 0;
  177. switch (SubOp)
  178. {
  179. case 0: Inst = ShaderIrInst.Fcos; break;
  180. case 1: Inst = ShaderIrInst.Fsin; break;
  181. case 2: Inst = ShaderIrInst.Fex2; break;
  182. case 3: Inst = ShaderIrInst.Flg2; break;
  183. case 4: Inst = ShaderIrInst.Frcp; break;
  184. case 5: Inst = ShaderIrInst.Frsq; break;
  185. default: throw new NotImplementedException(SubOp.ToString());
  186. }
  187. ShaderIrNode OperA = GetOperGpr8(OpCode);
  188. ShaderIrOp Op = new ShaderIrOp(Inst, GetAluFabsFneg(OperA, AbsA, NegA));
  189. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  190. }
  191. public static void Psetp(ShaderIrBlock Block, long OpCode)
  192. {
  193. bool NegA = ((OpCode >> 15) & 1) != 0;
  194. bool NegB = ((OpCode >> 32) & 1) != 0;
  195. bool NegP = ((OpCode >> 42) & 1) != 0;
  196. ShaderIrInst LopInst = GetBLop24(OpCode);
  197. ShaderIrNode OperA = GetOperPred12(OpCode);
  198. ShaderIrNode OperB = GetOperPred29(OpCode);
  199. if (NegA)
  200. {
  201. OperA = new ShaderIrOp(ShaderIrInst.Bnot, OperA);
  202. }
  203. if (NegB)
  204. {
  205. OperB = new ShaderIrOp(ShaderIrInst.Bnot, OperB);
  206. }
  207. ShaderIrOp Op = new ShaderIrOp(LopInst, OperA, OperB);
  208. ShaderIrOperPred P0Node = GetOperPred3 (OpCode);
  209. ShaderIrOperPred P1Node = GetOperPred0 (OpCode);
  210. ShaderIrOperPred P2Node = GetOperPred39(OpCode);
  211. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  212. LopInst = GetBLop45(OpCode);
  213. if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
  214. {
  215. return;
  216. }
  217. ShaderIrNode P2NNode = P2Node;
  218. if (NegP)
  219. {
  220. P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode);
  221. }
  222. Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node);
  223. Op = new ShaderIrOp(LopInst, Op, P2NNode);
  224. Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode));
  225. Op = new ShaderIrOp(LopInst, P0Node, P2NNode);
  226. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  227. }
  228. public static void Rro_C(ShaderIrBlock Block, long OpCode)
  229. {
  230. EmitRro(Block, OpCode, ShaderOper.CR);
  231. }
  232. public static void Rro_I(ShaderIrBlock Block, long OpCode)
  233. {
  234. EmitRro(Block, OpCode, ShaderOper.Immf);
  235. }
  236. public static void Rro_R(ShaderIrBlock Block, long OpCode)
  237. {
  238. EmitRro(Block, OpCode, ShaderOper.RR);
  239. }
  240. public static void Shl_C(ShaderIrBlock Block, long OpCode)
  241. {
  242. EmitAluBinary(Block, OpCode, ShaderOper.CR, ShaderIrInst.Lsl);
  243. }
  244. public static void Shl_I(ShaderIrBlock Block, long OpCode)
  245. {
  246. EmitAluBinary(Block, OpCode, ShaderOper.Imm, ShaderIrInst.Lsl);
  247. }
  248. public static void Shl_R(ShaderIrBlock Block, long OpCode)
  249. {
  250. EmitAluBinary(Block, OpCode, ShaderOper.RR, ShaderIrInst.Lsl);
  251. }
  252. public static void Shr_C(ShaderIrBlock Block, long OpCode)
  253. {
  254. EmitAluBinary(Block, OpCode, ShaderOper.CR, GetShrInst(OpCode));
  255. }
  256. public static void Shr_I(ShaderIrBlock Block, long OpCode)
  257. {
  258. EmitAluBinary(Block, OpCode, ShaderOper.Imm, GetShrInst(OpCode));
  259. }
  260. public static void Shr_R(ShaderIrBlock Block, long OpCode)
  261. {
  262. EmitAluBinary(Block, OpCode, ShaderOper.RR, GetShrInst(OpCode));
  263. }
  264. private static ShaderIrInst GetShrInst(long OpCode)
  265. {
  266. bool Signed = ((OpCode >> 48) & 1) != 0;
  267. return Signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
  268. }
  269. public static void Xmad_CR(ShaderIrBlock Block, long OpCode)
  270. {
  271. EmitXmad(Block, OpCode, ShaderOper.CR);
  272. }
  273. public static void Xmad_I(ShaderIrBlock Block, long OpCode)
  274. {
  275. EmitXmad(Block, OpCode, ShaderOper.Imm);
  276. }
  277. public static void Xmad_RC(ShaderIrBlock Block, long OpCode)
  278. {
  279. EmitXmad(Block, OpCode, ShaderOper.RC);
  280. }
  281. public static void Xmad_RR(ShaderIrBlock Block, long OpCode)
  282. {
  283. EmitXmad(Block, OpCode, ShaderOper.RR);
  284. }
  285. private static void EmitAluBinary(
  286. ShaderIrBlock Block,
  287. long OpCode,
  288. ShaderOper Oper,
  289. ShaderIrInst Inst)
  290. {
  291. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  292. switch (Oper)
  293. {
  294. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  295. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  296. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  297. default: throw new ArgumentException(nameof(Oper));
  298. }
  299. ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
  300. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  301. }
  302. private static void EmitAluBinaryF(
  303. ShaderIrBlock Block,
  304. long OpCode,
  305. ShaderOper Oper,
  306. ShaderIrInst Inst)
  307. {
  308. bool NegB = ((OpCode >> 45) & 1) != 0;
  309. bool AbsA = ((OpCode >> 46) & 1) != 0;
  310. bool NegA = ((OpCode >> 48) & 1) != 0;
  311. bool AbsB = ((OpCode >> 49) & 1) != 0;
  312. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  313. if (Inst == ShaderIrInst.Fadd)
  314. {
  315. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  316. }
  317. switch (Oper)
  318. {
  319. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  320. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  321. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  322. default: throw new ArgumentException(nameof(Oper));
  323. }
  324. OperB = GetAluFabsFneg(OperB, AbsB, NegB);
  325. ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
  326. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  327. }
  328. private static void EmitBfe(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  329. {
  330. //TODO: Handle the case where position + length
  331. //is greater than the word size, in this case the sign bit
  332. //needs to be replicated to fill the remaining space.
  333. bool NegB = ((OpCode >> 48) & 1) != 0;
  334. bool NegA = ((OpCode >> 49) & 1) != 0;
  335. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  336. switch (Oper)
  337. {
  338. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  339. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  340. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  341. default: throw new ArgumentException(nameof(Oper));
  342. }
  343. ShaderIrNode Op;
  344. bool Signed = ((OpCode >> 48) & 1) != 0; //?
  345. if (OperB is ShaderIrOperImm PosLen)
  346. {
  347. int Position = (PosLen.Value >> 0) & 0xff;
  348. int Length = (PosLen.Value >> 8) & 0xff;
  349. int LSh = 32 - (Position + Length);
  350. ShaderIrInst RightShift = Signed
  351. ? ShaderIrInst.Asr
  352. : ShaderIrInst.Lsr;
  353. Op = new ShaderIrOp(ShaderIrInst.Lsl, OperA, new ShaderIrOperImm(LSh));
  354. Op = new ShaderIrOp(RightShift, Op, new ShaderIrOperImm(LSh + Position));
  355. }
  356. else
  357. {
  358. ShaderIrOperImm Shift = new ShaderIrOperImm(8);
  359. ShaderIrOperImm Mask = new ShaderIrOperImm(0xff);
  360. ShaderIrNode OpPos, OpLen;
  361. OpPos = new ShaderIrOp(ShaderIrInst.And, OperB, Mask);
  362. OpLen = new ShaderIrOp(ShaderIrInst.Lsr, OperB, Shift);
  363. OpLen = new ShaderIrOp(ShaderIrInst.And, OpLen, Mask);
  364. Op = new ShaderIrOp(ShaderIrInst.Lsr, OperA, OpPos);
  365. Op = ExtendTo32(Op, Signed, OpLen);
  366. }
  367. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  368. }
  369. private static void EmitFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  370. {
  371. bool NegB = ((OpCode >> 48) & 1) != 0;
  372. bool NegC = ((OpCode >> 49) & 1) != 0;
  373. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC;
  374. switch (Oper)
  375. {
  376. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  377. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  378. case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break;
  379. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  380. default: throw new ArgumentException(nameof(Oper));
  381. }
  382. OperB = GetAluFneg(OperB, NegB);
  383. if (Oper == ShaderOper.RC)
  384. {
  385. OperC = GetAluFneg(GetOperCbuf34(OpCode), NegC);
  386. }
  387. else
  388. {
  389. OperC = GetAluFneg(GetOperGpr39(OpCode), NegC);
  390. }
  391. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC);
  392. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  393. }
  394. private static void EmitIscadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  395. {
  396. bool NegB = ((OpCode >> 48) & 1) != 0;
  397. bool NegA = ((OpCode >> 49) & 1) != 0;
  398. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  399. ShaderIrOperImm Scale = GetOperImm5_39(OpCode);
  400. switch (Oper)
  401. {
  402. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  403. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  404. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  405. default: throw new ArgumentException(nameof(Oper));
  406. }
  407. OperA = GetAluIneg(OperA, NegA);
  408. OperB = GetAluIneg(OperB, NegB);
  409. ShaderIrOp ScaleOp = new ShaderIrOp(ShaderIrInst.Lsl, OperA, Scale);
  410. ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, OperB, ScaleOp);
  411. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
  412. }
  413. private static void EmitFmnmx(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  414. {
  415. EmitMnmx(Block, OpCode, true, Oper);
  416. }
  417. private static void EmitImnmx(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  418. {
  419. EmitMnmx(Block, OpCode, false, Oper);
  420. }
  421. private static void EmitMnmx(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  422. {
  423. bool NegB = ((OpCode >> 45) & 1) != 0;
  424. bool AbsA = ((OpCode >> 46) & 1) != 0;
  425. bool NegA = ((OpCode >> 48) & 1) != 0;
  426. bool AbsB = ((OpCode >> 49) & 1) != 0;
  427. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  428. if (IsFloat)
  429. {
  430. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  431. }
  432. else
  433. {
  434. OperA = GetAluIabsIneg(OperA, AbsA, NegA);
  435. }
  436. switch (Oper)
  437. {
  438. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  439. case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
  440. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  441. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  442. default: throw new ArgumentException(nameof(Oper));
  443. }
  444. if (IsFloat)
  445. {
  446. OperB = GetAluFabsFneg(OperB, AbsB, NegB);
  447. }
  448. else
  449. {
  450. OperB = GetAluIabsIneg(OperB, AbsB, NegB);
  451. }
  452. ShaderIrOperPred Pred = GetOperPred39(OpCode);
  453. ShaderIrOp Op;
  454. ShaderIrInst MaxInst = IsFloat ? ShaderIrInst.Fmax : ShaderIrInst.Max;
  455. ShaderIrInst MinInst = IsFloat ? ShaderIrInst.Fmin : ShaderIrInst.Min;
  456. if (Pred.IsConst)
  457. {
  458. bool IsMax = ((OpCode >> 42) & 1) != 0;
  459. Op = new ShaderIrOp(IsMax
  460. ? MaxInst
  461. : MinInst, OperA, OperB);
  462. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  463. }
  464. else
  465. {
  466. ShaderIrNode PredN = GetOperPred39N(OpCode);
  467. ShaderIrOp OpMax = new ShaderIrOp(MaxInst, OperA, OperB);
  468. ShaderIrOp OpMin = new ShaderIrOp(MinInst, OperA, OperB);
  469. ShaderIrAsg AsgMax = new ShaderIrAsg(GetOperGpr0(OpCode), OpMax);
  470. ShaderIrAsg AsgMin = new ShaderIrAsg(GetOperGpr0(OpCode), OpMin);
  471. Block.AddNode(GetPredNode(new ShaderIrCond(PredN, AsgMax, Not: true), OpCode));
  472. Block.AddNode(GetPredNode(new ShaderIrCond(PredN, AsgMin, Not: false), OpCode));
  473. }
  474. }
  475. private static void EmitRro(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  476. {
  477. //Note: this is a range reduction instruction and is supposed to
  478. //be used with Mufu, here it just moves the value and ignores the operation.
  479. bool NegA = ((OpCode >> 45) & 1) != 0;
  480. bool AbsA = ((OpCode >> 49) & 1) != 0;
  481. ShaderIrNode OperA;
  482. switch (Oper)
  483. {
  484. case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
  485. case ShaderOper.Immf: OperA = GetOperImmf19_20(OpCode); break;
  486. case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); break;
  487. default: throw new ArgumentException(nameof(Oper));
  488. }
  489. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  490. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
  491. }
  492. private static void EmitFset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  493. {
  494. EmitSet(Block, OpCode, true, Oper);
  495. }
  496. private static void EmitIset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  497. {
  498. EmitSet(Block, OpCode, false, Oper);
  499. }
  500. private static void EmitSet(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  501. {
  502. bool NegA = ((OpCode >> 43) & 1) != 0;
  503. bool AbsB = ((OpCode >> 44) & 1) != 0;
  504. bool BoolFloat = ((OpCode >> 52) & 1) != 0;
  505. bool NegB = ((OpCode >> 53) & 1) != 0;
  506. bool AbsA = ((OpCode >> 54) & 1) != 0;
  507. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  508. switch (Oper)
  509. {
  510. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  511. case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
  512. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  513. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  514. default: throw new ArgumentException(nameof(Oper));
  515. }
  516. ShaderIrInst CmpInst;
  517. if (IsFloat)
  518. {
  519. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  520. OperB = GetAluFabsFneg(OperB, AbsB, NegB);
  521. CmpInst = GetCmpF(OpCode);
  522. }
  523. else
  524. {
  525. CmpInst = GetCmp(OpCode);
  526. }
  527. ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
  528. ShaderIrInst LopInst = GetBLop45(OpCode);
  529. ShaderIrOperPred PNode = GetOperPred39(OpCode);
  530. ShaderIrNode Imm0, Imm1;
  531. if (BoolFloat)
  532. {
  533. Imm0 = new ShaderIrOperImmf(0);
  534. Imm1 = new ShaderIrOperImmf(1);
  535. }
  536. else
  537. {
  538. Imm0 = new ShaderIrOperImm(0);
  539. Imm1 = new ShaderIrOperImm(-1);
  540. }
  541. ShaderIrNode Asg0 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm0);
  542. ShaderIrNode Asg1 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm1);
  543. if (LopInst != ShaderIrInst.Band || !PNode.IsConst)
  544. {
  545. ShaderIrOp Op2 = new ShaderIrOp(LopInst, Op, PNode);
  546. Asg0 = new ShaderIrCond(Op2, Asg0, Not: true);
  547. Asg1 = new ShaderIrCond(Op2, Asg1, Not: false);
  548. }
  549. else
  550. {
  551. Asg0 = new ShaderIrCond(Op, Asg0, Not: true);
  552. Asg1 = new ShaderIrCond(Op, Asg1, Not: false);
  553. }
  554. Block.AddNode(GetPredNode(Asg0, OpCode));
  555. Block.AddNode(GetPredNode(Asg1, OpCode));
  556. }
  557. private static void EmitFsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  558. {
  559. EmitSetp(Block, OpCode, true, Oper);
  560. }
  561. private static void EmitIsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  562. {
  563. EmitSetp(Block, OpCode, false, Oper);
  564. }
  565. private static void EmitSetp(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  566. {
  567. bool AbsA = ((OpCode >> 7) & 1) != 0;
  568. bool NegP = ((OpCode >> 42) & 1) != 0;
  569. bool NegA = ((OpCode >> 43) & 1) != 0;
  570. bool AbsB = ((OpCode >> 44) & 1) != 0;
  571. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  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. ShaderIrInst CmpInst;
  581. if (IsFloat)
  582. {
  583. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  584. OperB = GetAluFabs (OperB, AbsB);
  585. CmpInst = GetCmpF(OpCode);
  586. }
  587. else
  588. {
  589. CmpInst = GetCmp(OpCode);
  590. }
  591. ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
  592. ShaderIrOperPred P0Node = GetOperPred3 (OpCode);
  593. ShaderIrOperPred P1Node = GetOperPred0 (OpCode);
  594. ShaderIrOperPred P2Node = GetOperPred39(OpCode);
  595. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  596. ShaderIrInst LopInst = GetBLop45(OpCode);
  597. if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
  598. {
  599. return;
  600. }
  601. ShaderIrNode P2NNode = P2Node;
  602. if (NegP)
  603. {
  604. P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode);
  605. }
  606. Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node);
  607. Op = new ShaderIrOp(LopInst, Op, P2NNode);
  608. Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode));
  609. Op = new ShaderIrOp(LopInst, P0Node, P2NNode);
  610. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  611. }
  612. private static void EmitXmad(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  613. {
  614. //TODO: Confirm SignAB/C, it is just a guess.
  615. //TODO: Implement Mode 3 (CSFU), what it does?
  616. bool SignAB = ((OpCode >> 48) & 1) != 0;
  617. bool SignC = ((OpCode >> 49) & 1) != 0;
  618. bool HighB = ((OpCode >> 52) & 1) != 0;
  619. bool HighA = ((OpCode >> 53) & 1) != 0;
  620. int Mode = (int)(OpCode >> 50) & 7;
  621. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC;
  622. ShaderIrOperImm Imm16 = new ShaderIrOperImm(16);
  623. ShaderIrOperImm ImmMsk = new ShaderIrOperImm(0xffff);
  624. ShaderIrInst ShiftAB = SignAB ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
  625. ShaderIrInst ShiftC = SignC ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
  626. if (HighA)
  627. {
  628. OperA = new ShaderIrOp(ShiftAB, OperA, Imm16);
  629. }
  630. switch (Oper)
  631. {
  632. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  633. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  634. case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break;
  635. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  636. default: throw new ArgumentException(nameof(Oper));
  637. }
  638. bool ProductShiftLeft = false, Merge = false;
  639. if (Oper == ShaderOper.RC)
  640. {
  641. OperC = GetOperCbuf34(OpCode);
  642. }
  643. else
  644. {
  645. OperC = GetOperGpr39(OpCode);
  646. ProductShiftLeft = ((OpCode >> 36) & 1) != 0;
  647. Merge = ((OpCode >> 37) & 1) != 0;
  648. }
  649. switch (Mode)
  650. {
  651. //CLO.
  652. case 1: OperC = ExtendTo32(OperC, SignC, 16); break;
  653. //CHI.
  654. case 2: OperC = new ShaderIrOp(ShiftC, OperC, Imm16); break;
  655. }
  656. ShaderIrNode OperBH = OperB;
  657. if (HighB)
  658. {
  659. OperBH = new ShaderIrOp(ShiftAB, OperBH, Imm16);
  660. }
  661. ShaderIrOp MulOp = new ShaderIrOp(ShaderIrInst.Mul, OperA, OperBH);
  662. if (ProductShiftLeft)
  663. {
  664. MulOp = new ShaderIrOp(ShaderIrInst.Lsl, MulOp, Imm16);
  665. }
  666. ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, MulOp, OperC);
  667. if (Merge)
  668. {
  669. AddOp = new ShaderIrOp(ShaderIrInst.And, AddOp, ImmMsk);
  670. OperB = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
  671. AddOp = new ShaderIrOp(ShaderIrInst.Or, AddOp, OperB);
  672. }
  673. if (Mode == 4)
  674. {
  675. OperB = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
  676. AddOp = new ShaderIrOp(ShaderIrInst.Or, AddOp, OperB);
  677. }
  678. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
  679. }
  680. }
  681. }