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- using Ryujinx.Graphics.Shader.Instructions;
- namespace Ryujinx.Graphics.Shader.Decoders
- {
- class OpCodeTexture : OpCodeTextureBase, IOpCodeTexture
- {
- public Register Rd { get; }
- public Register Ra { get; }
- public Register Rb { get; }
- public bool IsArray { get; }
- public TextureDimensions Dimensions { get; }
- public int ComponentMask { get; }
- public TextureLodMode LodMode { get; protected set; }
- public bool HasOffset { get; protected set; }
- public bool HasDepthCompare { get; protected set; }
- public bool IsMultisample { get; protected set; }
- public new static OpCode Create(InstEmitter emitter, ulong address, long opCode) => new OpCodeTexture(emitter, address, opCode);
- public OpCodeTexture(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
- {
- Rd = new Register(opCode.Extract(0, 8), RegisterType.Gpr);
- Ra = new Register(opCode.Extract(8, 8), RegisterType.Gpr);
- Rb = new Register(opCode.Extract(20, 8), RegisterType.Gpr);
- IsArray = opCode.Extract(28);
- Dimensions = (TextureDimensions)opCode.Extract(29, 2);
- ComponentMask = opCode.Extract(31, 4);
- LodMode = (TextureLodMode)opCode.Extract(55, 3);
- }
- }
- }
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