ShaderDecodeAlu.cs 14 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 Fset_C(ShaderIrBlock Block, long OpCode)
  55. {
  56. EmitFset(Block, OpCode, ShaderOper.CR);
  57. }
  58. public static void Fset_I(ShaderIrBlock Block, long OpCode)
  59. {
  60. EmitFset(Block, OpCode, ShaderOper.Immf);
  61. }
  62. public static void Fset_R(ShaderIrBlock Block, long OpCode)
  63. {
  64. EmitFset(Block, OpCode, ShaderOper.RR);
  65. }
  66. public static void Fsetp_C(ShaderIrBlock Block, long OpCode)
  67. {
  68. EmitFsetp(Block, OpCode, ShaderOper.CR);
  69. }
  70. public static void Fsetp_I(ShaderIrBlock Block, long OpCode)
  71. {
  72. EmitFsetp(Block, OpCode, ShaderOper.Immf);
  73. }
  74. public static void Fsetp_R(ShaderIrBlock Block, long OpCode)
  75. {
  76. EmitFsetp(Block, OpCode, ShaderOper.RR);
  77. }
  78. public static void Ipa(ShaderIrBlock Block, long OpCode)
  79. {
  80. ShaderIrNode OperA = GetOperAbuf28(OpCode);
  81. ShaderIrNode OperB = GetOperGpr20 (OpCode);
  82. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ipa, OperA, OperB);
  83. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  84. }
  85. public static void Isetp_C(ShaderIrBlock Block, long OpCode)
  86. {
  87. EmitIsetp(Block, OpCode, ShaderOper.CR);
  88. }
  89. public static void Isetp_I(ShaderIrBlock Block, long OpCode)
  90. {
  91. EmitIsetp(Block, OpCode, ShaderOper.Imm);
  92. }
  93. public static void Isetp_R(ShaderIrBlock Block, long OpCode)
  94. {
  95. EmitIsetp(Block, OpCode, ShaderOper.RR);
  96. }
  97. public static void Lop32i(ShaderIrBlock Block, long OpCode)
  98. {
  99. int SubOp = (int)(OpCode >> 53) & 3;
  100. bool Ia = ((OpCode >> 55) & 1) != 0;
  101. bool Ib = ((OpCode >> 56) & 1) != 0;
  102. ShaderIrInst Inst = 0;
  103. switch (SubOp)
  104. {
  105. case 0: Inst = ShaderIrInst.And; break;
  106. case 1: Inst = ShaderIrInst.Or; break;
  107. case 2: Inst = ShaderIrInst.Xor; break;
  108. }
  109. ShaderIrNode OperA = GetAluNot(GetOperGpr8(OpCode), Ia);
  110. //SubOp == 3 is pass, used by the not instruction
  111. //which just moves the inverted register value.
  112. if (SubOp < 3)
  113. {
  114. ShaderIrNode OperB = GetAluNot(GetOperImm32_20(OpCode), Ib);
  115. ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB);
  116. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  117. }
  118. else
  119. {
  120. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
  121. }
  122. }
  123. public static void Mufu(ShaderIrBlock Block, long OpCode)
  124. {
  125. int SubOp = (int)(OpCode >> 20) & 7;
  126. bool Aa = ((OpCode >> 46) & 1) != 0;
  127. bool Na = ((OpCode >> 48) & 1) != 0;
  128. ShaderIrInst Inst = 0;
  129. switch (SubOp)
  130. {
  131. case 0: Inst = ShaderIrInst.Fcos; break;
  132. case 1: Inst = ShaderIrInst.Fsin; break;
  133. case 2: Inst = ShaderIrInst.Fex2; break;
  134. case 3: Inst = ShaderIrInst.Flg2; break;
  135. case 4: Inst = ShaderIrInst.Frcp; break;
  136. case 5: Inst = ShaderIrInst.Frsq; break;
  137. default: throw new NotImplementedException(SubOp.ToString());
  138. }
  139. ShaderIrNode OperA = GetOperGpr8(OpCode);
  140. ShaderIrOp Op = new ShaderIrOp(Inst, GetAluAbsNeg(OperA, Aa, Na));
  141. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  142. }
  143. public static void Shr_C(ShaderIrBlock Block, long OpCode)
  144. {
  145. EmitAluBinary(Block, OpCode, ShaderOper.CR, GetShrInst(OpCode));
  146. }
  147. public static void Shr_I(ShaderIrBlock Block, long OpCode)
  148. {
  149. EmitAluBinary(Block, OpCode, ShaderOper.Imm, GetShrInst(OpCode));
  150. }
  151. public static void Shr_R(ShaderIrBlock Block, long OpCode)
  152. {
  153. EmitAluBinary(Block, OpCode, ShaderOper.RR, GetShrInst(OpCode));
  154. }
  155. private static ShaderIrInst GetShrInst(long OpCode)
  156. {
  157. bool Signed = ((OpCode >> 48) & 1) != 0;
  158. return Signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
  159. }
  160. private static void EmitAluBinary(
  161. ShaderIrBlock Block,
  162. long OpCode,
  163. ShaderOper Oper,
  164. ShaderIrInst Inst)
  165. {
  166. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  167. switch (Oper)
  168. {
  169. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  170. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  171. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  172. default: throw new ArgumentException(nameof(Oper));
  173. }
  174. ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
  175. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  176. }
  177. private static void EmitAluBinaryF(
  178. ShaderIrBlock Block,
  179. long OpCode,
  180. ShaderOper Oper,
  181. ShaderIrInst Inst)
  182. {
  183. bool Nb = ((OpCode >> 45) & 1) != 0;
  184. bool Aa = ((OpCode >> 46) & 1) != 0;
  185. bool Na = ((OpCode >> 48) & 1) != 0;
  186. bool Ab = ((OpCode >> 49) & 1) != 0;
  187. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  188. if (Inst == ShaderIrInst.Fadd)
  189. {
  190. OperA = GetAluAbsNeg(OperA, Aa, Na);
  191. }
  192. switch (Oper)
  193. {
  194. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  195. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  196. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  197. default: throw new ArgumentException(nameof(Oper));
  198. }
  199. OperB = GetAluAbsNeg(OperB, Ab, Nb);
  200. ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
  201. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  202. }
  203. private static void EmitAluFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  204. {
  205. bool Nb = ((OpCode >> 48) & 1) != 0;
  206. bool Nc = ((OpCode >> 49) & 1) != 0;
  207. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC;
  208. switch (Oper)
  209. {
  210. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  211. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  212. case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break;
  213. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  214. default: throw new ArgumentException(nameof(Oper));
  215. }
  216. OperB = GetAluNeg(OperB, Nb);
  217. if (Oper == ShaderOper.RC)
  218. {
  219. OperC = GetAluNeg(GetOperCbuf34(OpCode), Nc);
  220. }
  221. else
  222. {
  223. OperC = GetAluNeg(GetOperGpr39(OpCode), Nc);
  224. }
  225. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC);
  226. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  227. }
  228. private static void EmitFset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  229. {
  230. EmitSet(Block, OpCode, true, Oper);
  231. }
  232. private static void EmitIset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  233. {
  234. EmitSet(Block, OpCode, false, Oper);
  235. }
  236. private static void EmitSet(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  237. {
  238. bool Na = ((OpCode >> 43) & 1) != 0;
  239. bool Ab = ((OpCode >> 44) & 1) != 0;
  240. bool Nb = ((OpCode >> 53) & 1) != 0;
  241. bool Aa = ((OpCode >> 54) & 1) != 0;
  242. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  243. switch (Oper)
  244. {
  245. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  246. case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
  247. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  248. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  249. default: throw new ArgumentException(nameof(Oper));
  250. }
  251. ShaderIrInst CmpInst;
  252. if (IsFloat)
  253. {
  254. OperA = GetAluAbsNeg(OperA, Aa, Na);
  255. OperB = GetAluAbsNeg(OperB, Ab, Nb);
  256. CmpInst = GetCmpF(OpCode);
  257. }
  258. else
  259. {
  260. CmpInst = GetCmp(OpCode);
  261. }
  262. ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
  263. ShaderIrInst LopInst = GetBLop(OpCode);
  264. ShaderIrOperPred PNode = GetOperPred39(OpCode);
  265. ShaderIrOperImmf Imm0 = new ShaderIrOperImmf(0);
  266. ShaderIrOperImmf Imm1 = new ShaderIrOperImmf(1);
  267. ShaderIrNode Asg0 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm0);
  268. ShaderIrNode Asg1 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm1);
  269. if (LopInst != ShaderIrInst.Band || !PNode.IsConst)
  270. {
  271. ShaderIrOp Op2 = new ShaderIrOp(LopInst, Op, PNode);
  272. Asg0 = new ShaderIrCond(Op2, Asg0, Not: true);
  273. Asg1 = new ShaderIrCond(Op2, Asg1, Not: false);
  274. }
  275. else
  276. {
  277. Asg0 = new ShaderIrCond(Op, Asg0, Not: true);
  278. Asg1 = new ShaderIrCond(Op, Asg1, Not: false);
  279. }
  280. Block.AddNode(GetPredNode(Asg0, OpCode));
  281. Block.AddNode(GetPredNode(Asg1, OpCode));
  282. }
  283. private static void EmitFsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  284. {
  285. EmitSetp(Block, OpCode, true, Oper);
  286. }
  287. private static void EmitIsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  288. {
  289. EmitSetp(Block, OpCode, false, Oper);
  290. }
  291. private static void EmitSetp(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  292. {
  293. bool Aa = ((OpCode >> 7) & 1) != 0;
  294. bool Np = ((OpCode >> 42) & 1) != 0;
  295. bool Na = ((OpCode >> 43) & 1) != 0;
  296. bool Ab = ((OpCode >> 44) & 1) != 0;
  297. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  298. switch (Oper)
  299. {
  300. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  301. case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
  302. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  303. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  304. default: throw new ArgumentException(nameof(Oper));
  305. }
  306. ShaderIrInst CmpInst;
  307. if (IsFloat)
  308. {
  309. OperA = GetAluAbsNeg(OperA, Aa, Na);
  310. OperB = GetAluAbs (OperB, Ab);
  311. CmpInst = GetCmpF(OpCode);
  312. }
  313. else
  314. {
  315. CmpInst = GetCmp(OpCode);
  316. }
  317. ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
  318. ShaderIrOperPred P0Node = GetOperPred3 (OpCode);
  319. ShaderIrOperPred P1Node = GetOperPred0 (OpCode);
  320. ShaderIrOperPred P2Node = GetOperPred39(OpCode);
  321. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  322. ShaderIrInst LopInst = GetBLop(OpCode);
  323. if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
  324. {
  325. return;
  326. }
  327. ShaderIrNode P2NNode = P2Node;
  328. if (Np)
  329. {
  330. P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode);
  331. }
  332. Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node);
  333. Op = new ShaderIrOp(LopInst, Op, P2NNode);
  334. Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode));
  335. Op = new ShaderIrOp(LopInst, P0Node, P2NNode);
  336. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  337. }
  338. }
  339. }