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- using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
- namespace Ryujinx.Graphics.Gal.Shader
- {
- static partial class ShaderDecode
- {
- public static void Ld_A(ShaderIrBlock Block, long OpCode)
- {
- ShaderIrNode[] Opers = GetOperAbuf20(OpCode);
- int Index = 0;
- foreach (ShaderIrNode OperA in Opers)
- {
- ShaderIrOperGpr OperD = GetOperGpr0(OpCode);
- OperD.Index += Index++;
- Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, OperA), OpCode));
- }
- }
- public static void St_A(ShaderIrBlock Block, long OpCode)
- {
- ShaderIrNode[] Opers = GetOperAbuf20(OpCode);
- int Index = 0;
- foreach (ShaderIrNode OperA in Opers)
- {
- ShaderIrOperGpr OperD = GetOperGpr0(OpCode);
- OperD.Index += Index++;
- Block.AddNode(GetPredNode(new ShaderIrAsg(OperA, OperD), OpCode));
- }
- }
- public static void Texq(ShaderIrBlock Block, long OpCode)
- {
- ShaderIrNode OperD = GetOperGpr0(OpCode);
- ShaderIrNode OperA = GetOperGpr8(OpCode);
- ShaderTexqInfo Info = (ShaderTexqInfo)((OpCode >> 22) & 0x1f);
- ShaderIrMetaTexq Meta0 = new ShaderIrMetaTexq(Info, 0);
- ShaderIrMetaTexq Meta1 = new ShaderIrMetaTexq(Info, 1);
- ShaderIrNode OperC = GetOperImm13_36(OpCode);
- ShaderIrOp Op0 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta0);
- ShaderIrOp Op1 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta1);
- Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, Op0), OpCode));
- Block.AddNode(GetPredNode(new ShaderIrAsg(OperA, Op1), OpCode)); //Is this right?
- }
- public static void Texs(ShaderIrBlock Block, long OpCode)
- {
- EmitTex(Block, OpCode, ShaderIrInst.Texs);
- }
- public static void Tlds(ShaderIrBlock Block, long OpCode)
- {
- EmitTex(Block, OpCode, ShaderIrInst.Txlf);
- }
- private static void EmitTex(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
- {
- //TODO: Support other formats.
- ShaderIrNode OperA = GetOperGpr8 (OpCode);
- ShaderIrNode OperB = GetOperGpr20 (OpCode);
- ShaderIrNode OperC = GetOperImm13_36(OpCode);
- for (int Ch = 0; Ch < 4; Ch++)
- {
- //Assign it to a temp because the destination registers
- //may be used as texture coord input aswell.
- ShaderIrOperGpr Dst = new ShaderIrOperGpr(0x100 + Ch);
- ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
- ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB, OperC, Meta);
- Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Op), OpCode));
- }
- for (int Ch = 0; Ch < 4; Ch++)
- {
- ShaderIrOperGpr Src = new ShaderIrOperGpr(0x100 + Ch);
- ShaderIrOperGpr Dst = (Ch >> 1) != 0
- ? GetOperGpr28(OpCode)
- : GetOperGpr0 (OpCode);
- Dst.Index += Ch & 1;
- if (Dst.Index >= ShaderIrOperGpr.ZRIndex)
- {
- continue;
- }
- Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Src), OpCode));
- }
- }
- }
- }
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