ShaderDecodeHelper.cs 9.2 KB

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  1. using System;
  2. namespace Ryujinx.Graphics.Gal.Shader
  3. {
  4. static class ShaderDecodeHelper
  5. {
  6. public static ShaderIrOperAbuf[] GetOperAbuf20(long OpCode)
  7. {
  8. int Abuf = (int)(OpCode >> 20) & 0x3ff;
  9. int Size = (int)(OpCode >> 47) & 3;
  10. ShaderIrOperGpr Vertex = GetOperGpr39(OpCode);
  11. ShaderIrOperAbuf[] Opers = new ShaderIrOperAbuf[Size + 1];
  12. for (int Index = 0; Index <= Size; Index++)
  13. {
  14. Opers[Index] = new ShaderIrOperAbuf(Abuf + Index * 4, Vertex);
  15. }
  16. return Opers;
  17. }
  18. public static ShaderIrOperAbuf GetOperAbuf28(long OpCode)
  19. {
  20. int Abuf = (int)(OpCode >> 28) & 0x3ff;
  21. return new ShaderIrOperAbuf(Abuf, GetOperGpr39(OpCode));
  22. }
  23. public static ShaderIrOperCbuf GetOperCbuf34(long OpCode)
  24. {
  25. return new ShaderIrOperCbuf(
  26. (int)(OpCode >> 34) & 0x1f,
  27. (int)(OpCode >> 20) & 0x3fff);
  28. }
  29. public static ShaderIrOperGpr GetOperGpr8(long OpCode)
  30. {
  31. return new ShaderIrOperGpr((int)(OpCode >> 8) & 0xff);
  32. }
  33. public static ShaderIrOperGpr GetOperGpr20(long OpCode)
  34. {
  35. return new ShaderIrOperGpr((int)(OpCode >> 20) & 0xff);
  36. }
  37. public static ShaderIrOperGpr GetOperGpr39(long OpCode)
  38. {
  39. return new ShaderIrOperGpr((int)(OpCode >> 39) & 0xff);
  40. }
  41. public static ShaderIrOperGpr GetOperGpr0(long OpCode)
  42. {
  43. return new ShaderIrOperGpr((int)(OpCode >> 0) & 0xff);
  44. }
  45. public static ShaderIrOperGpr GetOperGpr28(long OpCode)
  46. {
  47. return new ShaderIrOperGpr((int)(OpCode >> 28) & 0xff);
  48. }
  49. public static ShaderIrOperImm GetOperImm5_39(long OpCode)
  50. {
  51. return new ShaderIrOperImm((int)(OpCode >> 39) & 0x1f);
  52. }
  53. public static ShaderIrOperImm GetOperImm13_36(long OpCode)
  54. {
  55. return new ShaderIrOperImm((int)(OpCode >> 36) & 0x1fff);
  56. }
  57. public static ShaderIrOperImm GetOperImm32_20(long OpCode)
  58. {
  59. return new ShaderIrOperImm((int)(OpCode >> 20));
  60. }
  61. public static ShaderIrOperImmf GetOperImmf32_20(long OpCode)
  62. {
  63. return new ShaderIrOperImmf(BitConverter.Int32BitsToSingle((int)(OpCode >> 20)));
  64. }
  65. public static ShaderIrOperImm GetOperImm19_20(long OpCode)
  66. {
  67. int Value = (int)(OpCode >> 20) & 0x7ffff;
  68. bool Neg = ((OpCode >> 56) & 1) != 0;
  69. if (Neg)
  70. {
  71. Value = -Value;
  72. }
  73. return new ShaderIrOperImm((int)Value);
  74. }
  75. public static ShaderIrOperImmf GetOperImmf19_20(long OpCode)
  76. {
  77. uint Imm = (uint)(OpCode >> 20) & 0x7ffff;
  78. bool Neg = ((OpCode >> 56) & 1) != 0;
  79. Imm <<= 12;
  80. if (Neg)
  81. {
  82. Imm |= 0x80000000;
  83. }
  84. float Value = BitConverter.Int32BitsToSingle((int)Imm);
  85. return new ShaderIrOperImmf(Value);
  86. }
  87. public static ShaderIrOperPred GetOperPred0(long OpCode)
  88. {
  89. return new ShaderIrOperPred((int)(OpCode >> 0) & 7);
  90. }
  91. public static ShaderIrOperPred GetOperPred3(long OpCode)
  92. {
  93. return new ShaderIrOperPred((int)(OpCode >> 3) & 7);
  94. }
  95. public static ShaderIrOperPred GetOperPred12(long OpCode)
  96. {
  97. return new ShaderIrOperPred((int)(OpCode >> 12) & 7);
  98. }
  99. public static ShaderIrOperPred GetOperPred29(long OpCode)
  100. {
  101. return new ShaderIrOperPred((int)(OpCode >> 29) & 7);
  102. }
  103. public static ShaderIrNode GetOperPred39N(long OpCode)
  104. {
  105. ShaderIrNode Node = GetOperPred39(OpCode);
  106. if (((OpCode >> 42) & 1) != 0)
  107. {
  108. Node = new ShaderIrOp(ShaderIrInst.Bnot, Node);
  109. }
  110. return Node;
  111. }
  112. public static ShaderIrOperPred GetOperPred39(long OpCode)
  113. {
  114. return new ShaderIrOperPred((int)(OpCode >> 39) & 7);
  115. }
  116. public static ShaderIrOperPred GetOperPred48(long OpCode)
  117. {
  118. return new ShaderIrOperPred((int)((OpCode >> 48) & 7));
  119. }
  120. public static ShaderIrInst GetCmp(long OpCode)
  121. {
  122. switch ((int)(OpCode >> 49) & 7)
  123. {
  124. case 1: return ShaderIrInst.Clt;
  125. case 2: return ShaderIrInst.Ceq;
  126. case 3: return ShaderIrInst.Cle;
  127. case 4: return ShaderIrInst.Cgt;
  128. case 5: return ShaderIrInst.Cne;
  129. case 6: return ShaderIrInst.Cge;
  130. }
  131. throw new ArgumentException(nameof(OpCode));
  132. }
  133. public static ShaderIrInst GetCmpF(long OpCode)
  134. {
  135. switch ((int)(OpCode >> 48) & 0xf)
  136. {
  137. case 0x1: return ShaderIrInst.Fclt;
  138. case 0x2: return ShaderIrInst.Fceq;
  139. case 0x3: return ShaderIrInst.Fcle;
  140. case 0x4: return ShaderIrInst.Fcgt;
  141. case 0x5: return ShaderIrInst.Fcne;
  142. case 0x6: return ShaderIrInst.Fcge;
  143. case 0x7: return ShaderIrInst.Fcnum;
  144. case 0x8: return ShaderIrInst.Fcnan;
  145. case 0x9: return ShaderIrInst.Fcltu;
  146. case 0xa: return ShaderIrInst.Fcequ;
  147. case 0xb: return ShaderIrInst.Fcleu;
  148. case 0xc: return ShaderIrInst.Fcgtu;
  149. case 0xd: return ShaderIrInst.Fcneu;
  150. case 0xe: return ShaderIrInst.Fcgeu;
  151. }
  152. throw new ArgumentException(nameof(OpCode));
  153. }
  154. public static ShaderIrInst GetBLop45(long OpCode)
  155. {
  156. switch ((int)(OpCode >> 45) & 3)
  157. {
  158. case 0: return ShaderIrInst.Band;
  159. case 1: return ShaderIrInst.Bor;
  160. case 2: return ShaderIrInst.Bxor;
  161. }
  162. throw new ArgumentException(nameof(OpCode));
  163. }
  164. public static ShaderIrInst GetBLop24(long OpCode)
  165. {
  166. switch ((int)(OpCode >> 24) & 3)
  167. {
  168. case 0: return ShaderIrInst.Band;
  169. case 1: return ShaderIrInst.Bor;
  170. case 2: return ShaderIrInst.Bxor;
  171. }
  172. throw new ArgumentException(nameof(OpCode));
  173. }
  174. public static ShaderIrNode GetPredNode(ShaderIrNode Node, long OpCode)
  175. {
  176. ShaderIrOperPred Pred = GetPredNode(OpCode);
  177. if (Pred.Index != ShaderIrOperPred.UnusedIndex)
  178. {
  179. bool Inv = ((OpCode >> 19) & 1) != 0;
  180. Node = new ShaderIrCond(Pred, Node, Inv);
  181. }
  182. return Node;
  183. }
  184. private static ShaderIrOperPred GetPredNode(long OpCode)
  185. {
  186. int Pred = (int)(OpCode >> 16) & 0xf;
  187. if (Pred != 0xf)
  188. {
  189. Pred &= 7;
  190. }
  191. return new ShaderIrOperPred(Pred);
  192. }
  193. public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg)
  194. {
  195. return GetAluFneg(GetAluFabs(Node, Abs), Neg);
  196. }
  197. public static ShaderIrNode GetAluFabs(ShaderIrNode Node, bool Abs)
  198. {
  199. return Abs ? new ShaderIrOp(ShaderIrInst.Fabs, Node) : Node;
  200. }
  201. public static ShaderIrNode GetAluFneg(ShaderIrNode Node, bool Neg)
  202. {
  203. return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node;
  204. }
  205. public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg)
  206. {
  207. return GetAluIneg(GetAluIabs(Node, Abs), Neg);
  208. }
  209. public static ShaderIrNode GetAluIabs(ShaderIrNode Node, bool Abs)
  210. {
  211. return Abs ? new ShaderIrOp(ShaderIrInst.Abs, Node) : Node;
  212. }
  213. public static ShaderIrNode GetAluIneg(ShaderIrNode Node, bool Neg)
  214. {
  215. return Neg ? new ShaderIrOp(ShaderIrInst.Neg, Node) : Node;
  216. }
  217. public static ShaderIrNode GetAluNot(ShaderIrNode Node, bool Not)
  218. {
  219. return Not ? new ShaderIrOp(ShaderIrInst.Not, Node) : Node;
  220. }
  221. public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, int Size)
  222. {
  223. int Shift = 32 - Size;
  224. ShaderIrInst RightShift = Signed
  225. ? ShaderIrInst.Asr
  226. : ShaderIrInst.Lsr;
  227. Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, new ShaderIrOperImm(Shift));
  228. Node = new ShaderIrOp(RightShift, Node, new ShaderIrOperImm(Shift));
  229. return Node;
  230. }
  231. public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, ShaderIrNode Size)
  232. {
  233. ShaderIrOperImm WordSize = new ShaderIrOperImm(32);
  234. ShaderIrOp Shift = new ShaderIrOp(ShaderIrInst.Sub, WordSize, Size);
  235. ShaderIrInst RightShift = Signed
  236. ? ShaderIrInst.Asr
  237. : ShaderIrInst.Lsr;
  238. Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, Shift);
  239. Node = new ShaderIrOp(RightShift, Node, Shift);
  240. return Node;
  241. }
  242. }
  243. }