ShaderDecodeOpCode.cs 8.8 KB

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  1. using System;
  2. namespace Ryujinx.Graphics.Gal.Shader
  3. {
  4. static partial class ShaderDecode
  5. {
  6. private static int Read(this long OpCode, int Position, int Mask)
  7. {
  8. return (int)(OpCode >> Position) & Mask;
  9. }
  10. private static bool Read(this long OpCode, int Position)
  11. {
  12. return ((OpCode >> Position) & 1) != 0;
  13. }
  14. private static int Branch(this long OpCode)
  15. {
  16. return ((int)(OpCode >> 20) << 8) >> 8;
  17. }
  18. private static ShaderIrOperAbuf[] Abuf20(this long OpCode)
  19. {
  20. int Abuf = OpCode.Read(20, 0x3ff);
  21. int Size = OpCode.Read(47, 3);
  22. ShaderIrOperGpr Vertex = OpCode.Gpr39();
  23. ShaderIrOperAbuf[] Opers = new ShaderIrOperAbuf[Size + 1];
  24. for (int Index = 0; Index <= Size; Index++)
  25. {
  26. Opers[Index] = new ShaderIrOperAbuf(Abuf + Index * 4, Vertex);
  27. }
  28. return Opers;
  29. }
  30. private static ShaderIrOperAbuf Abuf28(this long OpCode)
  31. {
  32. int Abuf = OpCode.Read(28, 0x3ff);
  33. return new ShaderIrOperAbuf(Abuf, OpCode.Gpr39());
  34. }
  35. private static ShaderIrOperCbuf Cbuf34(this long OpCode)
  36. {
  37. return new ShaderIrOperCbuf(
  38. OpCode.Read(34, 0x1f),
  39. OpCode.Read(20, 0x3fff));
  40. }
  41. private static ShaderIrOperGpr Gpr8(this long OpCode)
  42. {
  43. return new ShaderIrOperGpr(OpCode.Read(8, 0xff));
  44. }
  45. private static ShaderIrOperGpr Gpr20(this long OpCode)
  46. {
  47. return new ShaderIrOperGpr(OpCode.Read(20, 0xff));
  48. }
  49. private static ShaderIrOperGpr Gpr39(this long OpCode)
  50. {
  51. return new ShaderIrOperGpr(OpCode.Read(39, 0xff));
  52. }
  53. private static ShaderIrOperGpr Gpr0(this long OpCode)
  54. {
  55. return new ShaderIrOperGpr(OpCode.Read(0, 0xff));
  56. }
  57. private static ShaderIrOperGpr Gpr28(this long OpCode)
  58. {
  59. return new ShaderIrOperGpr(OpCode.Read(28, 0xff));
  60. }
  61. private static ShaderIrOperGpr[] GprHalfVec8(this long OpCode)
  62. {
  63. return GetGprHalfVec2(OpCode.Read(8, 0xff), OpCode.Read(47, 3));
  64. }
  65. private static ShaderIrOperGpr[] GprHalfVec20(this long OpCode)
  66. {
  67. return GetGprHalfVec2(OpCode.Read(20, 0xff), OpCode.Read(28, 3));
  68. }
  69. private static ShaderIrOperGpr[] GetGprHalfVec2(int Gpr, int Mask)
  70. {
  71. if (Mask == 1)
  72. {
  73. //This value is used for FP32, the whole 32-bits register
  74. //is used as each element on the vector.
  75. return new ShaderIrOperGpr[]
  76. {
  77. new ShaderIrOperGpr(Gpr),
  78. new ShaderIrOperGpr(Gpr)
  79. };
  80. }
  81. ShaderIrOperGpr Low = new ShaderIrOperGpr(Gpr, 0);
  82. ShaderIrOperGpr High = new ShaderIrOperGpr(Gpr, 1);
  83. return new ShaderIrOperGpr[]
  84. {
  85. (Mask & 1) != 0 ? High : Low,
  86. (Mask & 2) != 0 ? High : Low
  87. };
  88. }
  89. private static ShaderIrOperGpr GprHalf0(this long OpCode, int HalfPart)
  90. {
  91. return new ShaderIrOperGpr(OpCode.Read(0, 0xff), HalfPart);
  92. }
  93. private static ShaderIrOperGpr GprHalf28(this long OpCode, int HalfPart)
  94. {
  95. return new ShaderIrOperGpr(OpCode.Read(28, 0xff), HalfPart);
  96. }
  97. private static ShaderIrOperImm Imm5_39(this long OpCode)
  98. {
  99. return new ShaderIrOperImm(OpCode.Read(39, 0x1f));
  100. }
  101. private static ShaderIrOperImm Imm13_36(this long OpCode)
  102. {
  103. return new ShaderIrOperImm(OpCode.Read(36, 0x1fff));
  104. }
  105. private static ShaderIrOperImm Imm32_20(this long OpCode)
  106. {
  107. return new ShaderIrOperImm((int)(OpCode >> 20));
  108. }
  109. private static ShaderIrOperImmf Immf32_20(this long OpCode)
  110. {
  111. return new ShaderIrOperImmf(BitConverter.Int32BitsToSingle((int)(OpCode >> 20)));
  112. }
  113. private static ShaderIrOperImm ImmU16_20(this long OpCode)
  114. {
  115. return new ShaderIrOperImm(OpCode.Read(20, 0xffff));
  116. }
  117. private static ShaderIrOperImm Imm19_20(this long OpCode)
  118. {
  119. int Value = OpCode.Read(20, 0x7ffff);
  120. bool Neg = OpCode.Read(56);
  121. if (Neg)
  122. {
  123. Value = -Value;
  124. }
  125. return new ShaderIrOperImm(Value);
  126. }
  127. private static ShaderIrOperImmf Immf19_20(this long OpCode)
  128. {
  129. uint Imm = (uint)(OpCode >> 20) & 0x7ffff;
  130. bool Neg = OpCode.Read(56);
  131. Imm <<= 12;
  132. if (Neg)
  133. {
  134. Imm |= 0x80000000;
  135. }
  136. float Value = BitConverter.Int32BitsToSingle((int)Imm);
  137. return new ShaderIrOperImmf(Value);
  138. }
  139. private static ShaderIrOperPred Pred0(this long OpCode)
  140. {
  141. return new ShaderIrOperPred(OpCode.Read(0, 7));
  142. }
  143. private static ShaderIrOperPred Pred3(this long OpCode)
  144. {
  145. return new ShaderIrOperPred(OpCode.Read(3, 7));
  146. }
  147. private static ShaderIrOperPred Pred12(this long OpCode)
  148. {
  149. return new ShaderIrOperPred(OpCode.Read(12, 7));
  150. }
  151. private static ShaderIrOperPred Pred29(this long OpCode)
  152. {
  153. return new ShaderIrOperPred(OpCode.Read(29, 7));
  154. }
  155. private static ShaderIrNode Pred39N(this long OpCode)
  156. {
  157. ShaderIrNode Node = OpCode.Pred39();
  158. if (OpCode.Read(42))
  159. {
  160. Node = new ShaderIrOp(ShaderIrInst.Bnot, Node);
  161. }
  162. return Node;
  163. }
  164. private static ShaderIrOperPred Pred39(this long OpCode)
  165. {
  166. return new ShaderIrOperPred(OpCode.Read(39, 7));
  167. }
  168. private static ShaderIrOperPred Pred48(this long OpCode)
  169. {
  170. return new ShaderIrOperPred(OpCode.Read(48, 7));
  171. }
  172. private static ShaderIrInst Cmp(this long OpCode)
  173. {
  174. switch (OpCode.Read(49, 7))
  175. {
  176. case 1: return ShaderIrInst.Clt;
  177. case 2: return ShaderIrInst.Ceq;
  178. case 3: return ShaderIrInst.Cle;
  179. case 4: return ShaderIrInst.Cgt;
  180. case 5: return ShaderIrInst.Cne;
  181. case 6: return ShaderIrInst.Cge;
  182. }
  183. throw new ArgumentException(nameof(OpCode));
  184. }
  185. private static ShaderIrInst CmpF(this long OpCode)
  186. {
  187. switch (OpCode.Read(48, 0xf))
  188. {
  189. case 0x1: return ShaderIrInst.Fclt;
  190. case 0x2: return ShaderIrInst.Fceq;
  191. case 0x3: return ShaderIrInst.Fcle;
  192. case 0x4: return ShaderIrInst.Fcgt;
  193. case 0x5: return ShaderIrInst.Fcne;
  194. case 0x6: return ShaderIrInst.Fcge;
  195. case 0x7: return ShaderIrInst.Fcnum;
  196. case 0x8: return ShaderIrInst.Fcnan;
  197. case 0x9: return ShaderIrInst.Fcltu;
  198. case 0xa: return ShaderIrInst.Fcequ;
  199. case 0xb: return ShaderIrInst.Fcleu;
  200. case 0xc: return ShaderIrInst.Fcgtu;
  201. case 0xd: return ShaderIrInst.Fcneu;
  202. case 0xe: return ShaderIrInst.Fcgeu;
  203. }
  204. throw new ArgumentException(nameof(OpCode));
  205. }
  206. private static ShaderIrInst BLop45(this long OpCode)
  207. {
  208. switch (OpCode.Read(45, 3))
  209. {
  210. case 0: return ShaderIrInst.Band;
  211. case 1: return ShaderIrInst.Bor;
  212. case 2: return ShaderIrInst.Bxor;
  213. }
  214. throw new ArgumentException(nameof(OpCode));
  215. }
  216. private static ShaderIrInst BLop24(this long OpCode)
  217. {
  218. switch (OpCode.Read(24, 3))
  219. {
  220. case 0: return ShaderIrInst.Band;
  221. case 1: return ShaderIrInst.Bor;
  222. case 2: return ShaderIrInst.Bxor;
  223. }
  224. throw new ArgumentException(nameof(OpCode));
  225. }
  226. private static ShaderIrNode PredNode(this long OpCode, ShaderIrNode Node)
  227. {
  228. ShaderIrOperPred Pred = OpCode.PredNode();
  229. if (Pred.Index != ShaderIrOperPred.UnusedIndex)
  230. {
  231. bool Inv = OpCode.Read(19);
  232. Node = new ShaderIrCond(Pred, Node, Inv);
  233. }
  234. return Node;
  235. }
  236. private static ShaderIrOperPred PredNode(this long OpCode)
  237. {
  238. int Pred = OpCode.Read(16, 0xf);
  239. if (Pred != 0xf)
  240. {
  241. Pred &= 7;
  242. }
  243. return new ShaderIrOperPred(Pred);
  244. }
  245. }
  246. }