ShaderDecodeAlu.cs 29 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 Bfe_C(ShaderIrBlock Block, long OpCode)
  8. {
  9. EmitBfe(Block, OpCode, ShaderOper.CR);
  10. }
  11. public static void Bfe_I(ShaderIrBlock Block, long OpCode)
  12. {
  13. EmitBfe(Block, OpCode, ShaderOper.Imm);
  14. }
  15. public static void Bfe_R(ShaderIrBlock Block, long OpCode)
  16. {
  17. EmitBfe(Block, OpCode, ShaderOper.RR);
  18. }
  19. public static void Fadd_C(ShaderIrBlock Block, long OpCode)
  20. {
  21. EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fadd);
  22. }
  23. public static void Fadd_I(ShaderIrBlock Block, long OpCode)
  24. {
  25. EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fadd);
  26. }
  27. public static void Fadd_R(ShaderIrBlock Block, long OpCode)
  28. {
  29. EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fadd);
  30. }
  31. public static void Ffma_CR(ShaderIrBlock Block, long OpCode)
  32. {
  33. EmitFfma(Block, OpCode, ShaderOper.CR);
  34. }
  35. public static void Ffma_I(ShaderIrBlock Block, long OpCode)
  36. {
  37. EmitFfma(Block, OpCode, ShaderOper.Immf);
  38. }
  39. public static void Ffma_RC(ShaderIrBlock Block, long OpCode)
  40. {
  41. EmitFfma(Block, OpCode, ShaderOper.RC);
  42. }
  43. public static void Ffma_RR(ShaderIrBlock Block, long OpCode)
  44. {
  45. EmitFfma(Block, OpCode, ShaderOper.RR);
  46. }
  47. public static void Fmnmx_C(ShaderIrBlock Block, long OpCode)
  48. {
  49. EmitFmnmx(Block, OpCode, ShaderOper.CR);
  50. }
  51. public static void Fmnmx_I(ShaderIrBlock Block, long OpCode)
  52. {
  53. EmitFmnmx(Block, OpCode, ShaderOper.Immf);
  54. }
  55. public static void Fmnmx_R(ShaderIrBlock Block, long OpCode)
  56. {
  57. EmitFmnmx(Block, OpCode, ShaderOper.RR);
  58. }
  59. public static void Fmul_I32(ShaderIrBlock Block, long OpCode)
  60. {
  61. ShaderIrNode OperA = GetOperGpr8 (OpCode);
  62. ShaderIrNode OperB = GetOperImmf32_20(OpCode);
  63. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
  64. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  65. }
  66. public static void Fmul_C(ShaderIrBlock Block, long OpCode)
  67. {
  68. EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fmul);
  69. }
  70. public static void Fmul_I(ShaderIrBlock Block, long OpCode)
  71. {
  72. EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fmul);
  73. }
  74. public static void Fmul_R(ShaderIrBlock Block, long OpCode)
  75. {
  76. EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fmul);
  77. }
  78. public static void Fset_C(ShaderIrBlock Block, long OpCode)
  79. {
  80. EmitFset(Block, OpCode, ShaderOper.CR);
  81. }
  82. public static void Fset_I(ShaderIrBlock Block, long OpCode)
  83. {
  84. EmitFset(Block, OpCode, ShaderOper.Immf);
  85. }
  86. public static void Fset_R(ShaderIrBlock Block, long OpCode)
  87. {
  88. EmitFset(Block, OpCode, ShaderOper.RR);
  89. }
  90. public static void Fsetp_C(ShaderIrBlock Block, long OpCode)
  91. {
  92. EmitFsetp(Block, OpCode, ShaderOper.CR);
  93. }
  94. public static void Fsetp_I(ShaderIrBlock Block, long OpCode)
  95. {
  96. EmitFsetp(Block, OpCode, ShaderOper.Immf);
  97. }
  98. public static void Fsetp_R(ShaderIrBlock Block, long OpCode)
  99. {
  100. EmitFsetp(Block, OpCode, ShaderOper.RR);
  101. }
  102. public static void Imnmx_C(ShaderIrBlock Block, long OpCode)
  103. {
  104. EmitImnmx(Block, OpCode, ShaderOper.CR);
  105. }
  106. public static void Imnmx_I(ShaderIrBlock Block, long OpCode)
  107. {
  108. EmitImnmx(Block, OpCode, ShaderOper.Imm);
  109. }
  110. public static void Imnmx_R(ShaderIrBlock Block, long OpCode)
  111. {
  112. EmitImnmx(Block, OpCode, ShaderOper.RR);
  113. }
  114. public static void Ipa(ShaderIrBlock Block, long OpCode)
  115. {
  116. ShaderIrNode OperA = GetOperAbuf28(OpCode);
  117. ShaderIrNode OperB = GetOperGpr20 (OpCode);
  118. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ipa, OperA, OperB);
  119. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  120. }
  121. public static void Iscadd_C(ShaderIrBlock Block, long OpCode)
  122. {
  123. EmitIscadd(Block, OpCode, ShaderOper.CR);
  124. }
  125. public static void Iscadd_I(ShaderIrBlock Block, long OpCode)
  126. {
  127. EmitIscadd(Block, OpCode, ShaderOper.Imm);
  128. }
  129. public static void Iscadd_R(ShaderIrBlock Block, long OpCode)
  130. {
  131. EmitIscadd(Block, OpCode, ShaderOper.RR);
  132. }
  133. public static void Isetp_C(ShaderIrBlock Block, long OpCode)
  134. {
  135. EmitIsetp(Block, OpCode, ShaderOper.CR);
  136. }
  137. public static void Isetp_I(ShaderIrBlock Block, long OpCode)
  138. {
  139. EmitIsetp(Block, OpCode, ShaderOper.Imm);
  140. }
  141. public static void Isetp_R(ShaderIrBlock Block, long OpCode)
  142. {
  143. EmitIsetp(Block, OpCode, ShaderOper.RR);
  144. }
  145. public static void Lop_I32(ShaderIrBlock Block, long OpCode)
  146. {
  147. int SubOp = (int)(OpCode >> 53) & 3;
  148. bool InvA = ((OpCode >> 55) & 1) != 0;
  149. bool InvB = ((OpCode >> 56) & 1) != 0;
  150. ShaderIrInst Inst = 0;
  151. switch (SubOp)
  152. {
  153. case 0: Inst = ShaderIrInst.And; break;
  154. case 1: Inst = ShaderIrInst.Or; break;
  155. case 2: Inst = ShaderIrInst.Xor; break;
  156. }
  157. ShaderIrNode OperA = GetAluNot(GetOperGpr8(OpCode), InvA);
  158. //SubOp == 3 is pass, used by the not instruction
  159. //which just moves the inverted register value.
  160. if (SubOp < 3)
  161. {
  162. ShaderIrNode OperB = GetAluNot(GetOperImm32_20(OpCode), InvB);
  163. ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB);
  164. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  165. }
  166. else
  167. {
  168. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
  169. }
  170. }
  171. public static void Mufu(ShaderIrBlock Block, long OpCode)
  172. {
  173. int SubOp = (int)(OpCode >> 20) & 0xf;
  174. bool AbsA = ((OpCode >> 46) & 1) != 0;
  175. bool NegA = ((OpCode >> 48) & 1) != 0;
  176. ShaderIrInst Inst = 0;
  177. switch (SubOp)
  178. {
  179. case 0: Inst = ShaderIrInst.Fcos; break;
  180. case 1: Inst = ShaderIrInst.Fsin; break;
  181. case 2: Inst = ShaderIrInst.Fex2; break;
  182. case 3: Inst = ShaderIrInst.Flg2; break;
  183. case 4: Inst = ShaderIrInst.Frcp; break;
  184. case 5: Inst = ShaderIrInst.Frsq; break;
  185. case 8: Inst = ShaderIrInst.Fsqrt; break;
  186. default: throw new NotImplementedException(SubOp.ToString());
  187. }
  188. ShaderIrNode OperA = GetOperGpr8(OpCode);
  189. ShaderIrOp Op = new ShaderIrOp(Inst, GetAluFabsFneg(OperA, AbsA, NegA));
  190. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  191. }
  192. public static void Psetp(ShaderIrBlock Block, long OpCode)
  193. {
  194. bool NegA = ((OpCode >> 15) & 1) != 0;
  195. bool NegB = ((OpCode >> 32) & 1) != 0;
  196. bool NegP = ((OpCode >> 42) & 1) != 0;
  197. ShaderIrInst LopInst = GetBLop24(OpCode);
  198. ShaderIrNode OperA = GetOperPred12(OpCode);
  199. ShaderIrNode OperB = GetOperPred29(OpCode);
  200. if (NegA)
  201. {
  202. OperA = new ShaderIrOp(ShaderIrInst.Bnot, OperA);
  203. }
  204. if (NegB)
  205. {
  206. OperB = new ShaderIrOp(ShaderIrInst.Bnot, OperB);
  207. }
  208. ShaderIrOp Op = new ShaderIrOp(LopInst, OperA, OperB);
  209. ShaderIrOperPred P0Node = GetOperPred3 (OpCode);
  210. ShaderIrOperPred P1Node = GetOperPred0 (OpCode);
  211. ShaderIrOperPred P2Node = GetOperPred39(OpCode);
  212. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  213. LopInst = GetBLop45(OpCode);
  214. if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
  215. {
  216. return;
  217. }
  218. ShaderIrNode P2NNode = P2Node;
  219. if (NegP)
  220. {
  221. P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode);
  222. }
  223. Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node);
  224. Op = new ShaderIrOp(LopInst, Op, P2NNode);
  225. Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode));
  226. Op = new ShaderIrOp(LopInst, P0Node, P2NNode);
  227. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  228. }
  229. public static void Rro_C(ShaderIrBlock Block, long OpCode)
  230. {
  231. EmitRro(Block, OpCode, ShaderOper.CR);
  232. }
  233. public static void Rro_I(ShaderIrBlock Block, long OpCode)
  234. {
  235. EmitRro(Block, OpCode, ShaderOper.Immf);
  236. }
  237. public static void Rro_R(ShaderIrBlock Block, long OpCode)
  238. {
  239. EmitRro(Block, OpCode, ShaderOper.RR);
  240. }
  241. public static void Shl_C(ShaderIrBlock Block, long OpCode)
  242. {
  243. EmitAluBinary(Block, OpCode, ShaderOper.CR, ShaderIrInst.Lsl);
  244. }
  245. public static void Shl_I(ShaderIrBlock Block, long OpCode)
  246. {
  247. EmitAluBinary(Block, OpCode, ShaderOper.Imm, ShaderIrInst.Lsl);
  248. }
  249. public static void Shl_R(ShaderIrBlock Block, long OpCode)
  250. {
  251. EmitAluBinary(Block, OpCode, ShaderOper.RR, ShaderIrInst.Lsl);
  252. }
  253. public static void Shr_C(ShaderIrBlock Block, long OpCode)
  254. {
  255. EmitAluBinary(Block, OpCode, ShaderOper.CR, GetShrInst(OpCode));
  256. }
  257. public static void Shr_I(ShaderIrBlock Block, long OpCode)
  258. {
  259. EmitAluBinary(Block, OpCode, ShaderOper.Imm, GetShrInst(OpCode));
  260. }
  261. public static void Shr_R(ShaderIrBlock Block, long OpCode)
  262. {
  263. EmitAluBinary(Block, OpCode, ShaderOper.RR, GetShrInst(OpCode));
  264. }
  265. private static ShaderIrInst GetShrInst(long OpCode)
  266. {
  267. bool Signed = ((OpCode >> 48) & 1) != 0;
  268. return Signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
  269. }
  270. public static void Xmad_CR(ShaderIrBlock Block, long OpCode)
  271. {
  272. EmitXmad(Block, OpCode, ShaderOper.CR);
  273. }
  274. public static void Xmad_I(ShaderIrBlock Block, long OpCode)
  275. {
  276. EmitXmad(Block, OpCode, ShaderOper.Imm);
  277. }
  278. public static void Xmad_RC(ShaderIrBlock Block, long OpCode)
  279. {
  280. EmitXmad(Block, OpCode, ShaderOper.RC);
  281. }
  282. public static void Xmad_RR(ShaderIrBlock Block, long OpCode)
  283. {
  284. EmitXmad(Block, OpCode, ShaderOper.RR);
  285. }
  286. private static void EmitAluBinary(
  287. ShaderIrBlock Block,
  288. long OpCode,
  289. ShaderOper Oper,
  290. ShaderIrInst Inst)
  291. {
  292. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  293. switch (Oper)
  294. {
  295. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  296. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  297. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  298. default: throw new ArgumentException(nameof(Oper));
  299. }
  300. ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
  301. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  302. }
  303. private static void EmitAluBinaryF(
  304. ShaderIrBlock Block,
  305. long OpCode,
  306. ShaderOper Oper,
  307. ShaderIrInst Inst)
  308. {
  309. bool NegB = ((OpCode >> 45) & 1) != 0;
  310. bool AbsA = ((OpCode >> 46) & 1) != 0;
  311. bool NegA = ((OpCode >> 48) & 1) != 0;
  312. bool AbsB = ((OpCode >> 49) & 1) != 0;
  313. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  314. if (Inst == ShaderIrInst.Fadd)
  315. {
  316. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  317. }
  318. switch (Oper)
  319. {
  320. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  321. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  322. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  323. default: throw new ArgumentException(nameof(Oper));
  324. }
  325. OperB = GetAluFabsFneg(OperB, AbsB, NegB);
  326. ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
  327. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  328. }
  329. private static void EmitBfe(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  330. {
  331. //TODO: Handle the case where position + length
  332. //is greater than the word size, in this case the sign bit
  333. //needs to be replicated to fill the remaining space.
  334. bool NegB = ((OpCode >> 48) & 1) != 0;
  335. bool NegA = ((OpCode >> 49) & 1) != 0;
  336. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  337. switch (Oper)
  338. {
  339. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  340. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  341. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  342. default: throw new ArgumentException(nameof(Oper));
  343. }
  344. ShaderIrNode Op;
  345. bool Signed = ((OpCode >> 48) & 1) != 0; //?
  346. if (OperB is ShaderIrOperImm PosLen)
  347. {
  348. int Position = (PosLen.Value >> 0) & 0xff;
  349. int Length = (PosLen.Value >> 8) & 0xff;
  350. int LSh = 32 - (Position + Length);
  351. ShaderIrInst RightShift = Signed
  352. ? ShaderIrInst.Asr
  353. : ShaderIrInst.Lsr;
  354. Op = new ShaderIrOp(ShaderIrInst.Lsl, OperA, new ShaderIrOperImm(LSh));
  355. Op = new ShaderIrOp(RightShift, Op, new ShaderIrOperImm(LSh + Position));
  356. }
  357. else
  358. {
  359. ShaderIrOperImm Shift = new ShaderIrOperImm(8);
  360. ShaderIrOperImm Mask = new ShaderIrOperImm(0xff);
  361. ShaderIrNode OpPos, OpLen;
  362. OpPos = new ShaderIrOp(ShaderIrInst.And, OperB, Mask);
  363. OpLen = new ShaderIrOp(ShaderIrInst.Lsr, OperB, Shift);
  364. OpLen = new ShaderIrOp(ShaderIrInst.And, OpLen, Mask);
  365. Op = new ShaderIrOp(ShaderIrInst.Lsr, OperA, OpPos);
  366. Op = ExtendTo32(Op, Signed, OpLen);
  367. }
  368. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  369. }
  370. private static void EmitFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  371. {
  372. bool NegB = ((OpCode >> 48) & 1) != 0;
  373. bool NegC = ((OpCode >> 49) & 1) != 0;
  374. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC;
  375. switch (Oper)
  376. {
  377. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  378. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  379. case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break;
  380. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  381. default: throw new ArgumentException(nameof(Oper));
  382. }
  383. OperB = GetAluFneg(OperB, NegB);
  384. if (Oper == ShaderOper.RC)
  385. {
  386. OperC = GetAluFneg(GetOperCbuf34(OpCode), NegC);
  387. }
  388. else
  389. {
  390. OperC = GetAluFneg(GetOperGpr39(OpCode), NegC);
  391. }
  392. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC);
  393. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  394. }
  395. private static void EmitIscadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  396. {
  397. bool NegB = ((OpCode >> 48) & 1) != 0;
  398. bool NegA = ((OpCode >> 49) & 1) != 0;
  399. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  400. ShaderIrOperImm Scale = GetOperImm5_39(OpCode);
  401. switch (Oper)
  402. {
  403. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  404. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  405. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  406. default: throw new ArgumentException(nameof(Oper));
  407. }
  408. OperA = GetAluIneg(OperA, NegA);
  409. OperB = GetAluIneg(OperB, NegB);
  410. ShaderIrOp ScaleOp = new ShaderIrOp(ShaderIrInst.Lsl, OperA, Scale);
  411. ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, OperB, ScaleOp);
  412. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
  413. }
  414. private static void EmitFmnmx(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  415. {
  416. EmitMnmx(Block, OpCode, true, Oper);
  417. }
  418. private static void EmitImnmx(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  419. {
  420. EmitMnmx(Block, OpCode, false, Oper);
  421. }
  422. private static void EmitMnmx(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  423. {
  424. bool NegB = ((OpCode >> 45) & 1) != 0;
  425. bool AbsA = ((OpCode >> 46) & 1) != 0;
  426. bool NegA = ((OpCode >> 48) & 1) != 0;
  427. bool AbsB = ((OpCode >> 49) & 1) != 0;
  428. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  429. if (IsFloat)
  430. {
  431. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  432. }
  433. else
  434. {
  435. OperA = GetAluIabsIneg(OperA, AbsA, NegA);
  436. }
  437. switch (Oper)
  438. {
  439. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  440. case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
  441. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  442. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  443. default: throw new ArgumentException(nameof(Oper));
  444. }
  445. if (IsFloat)
  446. {
  447. OperB = GetAluFabsFneg(OperB, AbsB, NegB);
  448. }
  449. else
  450. {
  451. OperB = GetAluIabsIneg(OperB, AbsB, NegB);
  452. }
  453. ShaderIrOperPred Pred = GetOperPred39(OpCode);
  454. ShaderIrOp Op;
  455. ShaderIrInst MaxInst = IsFloat ? ShaderIrInst.Fmax : ShaderIrInst.Max;
  456. ShaderIrInst MinInst = IsFloat ? ShaderIrInst.Fmin : ShaderIrInst.Min;
  457. if (Pred.IsConst)
  458. {
  459. bool IsMax = ((OpCode >> 42) & 1) != 0;
  460. Op = new ShaderIrOp(IsMax
  461. ? MaxInst
  462. : MinInst, OperA, OperB);
  463. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  464. }
  465. else
  466. {
  467. ShaderIrNode PredN = GetOperPred39N(OpCode);
  468. ShaderIrOp OpMax = new ShaderIrOp(MaxInst, OperA, OperB);
  469. ShaderIrOp OpMin = new ShaderIrOp(MinInst, OperA, OperB);
  470. ShaderIrAsg AsgMax = new ShaderIrAsg(GetOperGpr0(OpCode), OpMax);
  471. ShaderIrAsg AsgMin = new ShaderIrAsg(GetOperGpr0(OpCode), OpMin);
  472. Block.AddNode(GetPredNode(new ShaderIrCond(PredN, AsgMax, Not: true), OpCode));
  473. Block.AddNode(GetPredNode(new ShaderIrCond(PredN, AsgMin, Not: false), OpCode));
  474. }
  475. }
  476. private static void EmitRro(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  477. {
  478. //Note: this is a range reduction instruction and is supposed to
  479. //be used with Mufu, here it just moves the value and ignores the operation.
  480. bool NegA = ((OpCode >> 45) & 1) != 0;
  481. bool AbsA = ((OpCode >> 49) & 1) != 0;
  482. ShaderIrNode OperA;
  483. switch (Oper)
  484. {
  485. case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
  486. case ShaderOper.Immf: OperA = GetOperImmf19_20(OpCode); break;
  487. case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); break;
  488. default: throw new ArgumentException(nameof(Oper));
  489. }
  490. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  491. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
  492. }
  493. private static void EmitFset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  494. {
  495. EmitSet(Block, OpCode, true, Oper);
  496. }
  497. private static void EmitIset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  498. {
  499. EmitSet(Block, OpCode, false, Oper);
  500. }
  501. private static void EmitSet(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  502. {
  503. bool NegA = ((OpCode >> 43) & 1) != 0;
  504. bool AbsB = ((OpCode >> 44) & 1) != 0;
  505. bool BoolFloat = ((OpCode >> 52) & 1) != 0;
  506. bool NegB = ((OpCode >> 53) & 1) != 0;
  507. bool AbsA = ((OpCode >> 54) & 1) != 0;
  508. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  509. switch (Oper)
  510. {
  511. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  512. case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
  513. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  514. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  515. default: throw new ArgumentException(nameof(Oper));
  516. }
  517. ShaderIrInst CmpInst;
  518. if (IsFloat)
  519. {
  520. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  521. OperB = GetAluFabsFneg(OperB, AbsB, NegB);
  522. CmpInst = GetCmpF(OpCode);
  523. }
  524. else
  525. {
  526. CmpInst = GetCmp(OpCode);
  527. }
  528. ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
  529. ShaderIrInst LopInst = GetBLop45(OpCode);
  530. ShaderIrOperPred PNode = GetOperPred39(OpCode);
  531. ShaderIrNode Imm0, Imm1;
  532. if (BoolFloat)
  533. {
  534. Imm0 = new ShaderIrOperImmf(0);
  535. Imm1 = new ShaderIrOperImmf(1);
  536. }
  537. else
  538. {
  539. Imm0 = new ShaderIrOperImm(0);
  540. Imm1 = new ShaderIrOperImm(-1);
  541. }
  542. ShaderIrNode Asg0 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm0);
  543. ShaderIrNode Asg1 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm1);
  544. if (LopInst != ShaderIrInst.Band || !PNode.IsConst)
  545. {
  546. ShaderIrOp Op2 = new ShaderIrOp(LopInst, Op, PNode);
  547. Asg0 = new ShaderIrCond(Op2, Asg0, Not: true);
  548. Asg1 = new ShaderIrCond(Op2, Asg1, Not: false);
  549. }
  550. else
  551. {
  552. Asg0 = new ShaderIrCond(Op, Asg0, Not: true);
  553. Asg1 = new ShaderIrCond(Op, Asg1, Not: false);
  554. }
  555. Block.AddNode(GetPredNode(Asg0, OpCode));
  556. Block.AddNode(GetPredNode(Asg1, OpCode));
  557. }
  558. private static void EmitFsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  559. {
  560. EmitSetp(Block, OpCode, true, Oper);
  561. }
  562. private static void EmitIsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  563. {
  564. EmitSetp(Block, OpCode, false, Oper);
  565. }
  566. private static void EmitSetp(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  567. {
  568. bool AbsA = ((OpCode >> 7) & 1) != 0;
  569. bool NegP = ((OpCode >> 42) & 1) != 0;
  570. bool NegA = ((OpCode >> 43) & 1) != 0;
  571. bool AbsB = ((OpCode >> 44) & 1) != 0;
  572. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  573. switch (Oper)
  574. {
  575. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  576. case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
  577. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  578. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  579. default: throw new ArgumentException(nameof(Oper));
  580. }
  581. ShaderIrInst CmpInst;
  582. if (IsFloat)
  583. {
  584. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  585. OperB = GetAluFabs (OperB, AbsB);
  586. CmpInst = GetCmpF(OpCode);
  587. }
  588. else
  589. {
  590. CmpInst = GetCmp(OpCode);
  591. }
  592. ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
  593. ShaderIrOperPred P0Node = GetOperPred3 (OpCode);
  594. ShaderIrOperPred P1Node = GetOperPred0 (OpCode);
  595. ShaderIrOperPred P2Node = GetOperPred39(OpCode);
  596. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  597. ShaderIrInst LopInst = GetBLop45(OpCode);
  598. if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
  599. {
  600. return;
  601. }
  602. ShaderIrNode P2NNode = P2Node;
  603. if (NegP)
  604. {
  605. P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode);
  606. }
  607. Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node);
  608. Op = new ShaderIrOp(LopInst, Op, P2NNode);
  609. Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode));
  610. Op = new ShaderIrOp(LopInst, P0Node, P2NNode);
  611. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  612. }
  613. private static void EmitXmad(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  614. {
  615. //TODO: Confirm SignAB/C, it is just a guess.
  616. //TODO: Implement Mode 3 (CSFU), what it does?
  617. bool SignAB = ((OpCode >> 48) & 1) != 0;
  618. bool SignC = ((OpCode >> 49) & 1) != 0;
  619. bool HighB = ((OpCode >> 52) & 1) != 0;
  620. bool HighA = ((OpCode >> 53) & 1) != 0;
  621. int Mode = (int)(OpCode >> 50) & 7;
  622. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC;
  623. ShaderIrOperImm Imm16 = new ShaderIrOperImm(16);
  624. ShaderIrOperImm ImmMsk = new ShaderIrOperImm(0xffff);
  625. ShaderIrInst ShiftAB = SignAB ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
  626. ShaderIrInst ShiftC = SignC ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
  627. if (HighA)
  628. {
  629. OperA = new ShaderIrOp(ShiftAB, OperA, Imm16);
  630. }
  631. switch (Oper)
  632. {
  633. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  634. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  635. case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break;
  636. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  637. default: throw new ArgumentException(nameof(Oper));
  638. }
  639. bool ProductShiftLeft = false, Merge = false;
  640. if (Oper == ShaderOper.RC)
  641. {
  642. OperC = GetOperCbuf34(OpCode);
  643. }
  644. else
  645. {
  646. OperC = GetOperGpr39(OpCode);
  647. ProductShiftLeft = ((OpCode >> 36) & 1) != 0;
  648. Merge = ((OpCode >> 37) & 1) != 0;
  649. }
  650. switch (Mode)
  651. {
  652. //CLO.
  653. case 1: OperC = ExtendTo32(OperC, SignC, 16); break;
  654. //CHI.
  655. case 2: OperC = new ShaderIrOp(ShiftC, OperC, Imm16); break;
  656. }
  657. ShaderIrNode OperBH = OperB;
  658. if (HighB)
  659. {
  660. OperBH = new ShaderIrOp(ShiftAB, OperBH, Imm16);
  661. }
  662. ShaderIrOp MulOp = new ShaderIrOp(ShaderIrInst.Mul, OperA, OperBH);
  663. if (ProductShiftLeft)
  664. {
  665. MulOp = new ShaderIrOp(ShaderIrInst.Lsl, MulOp, Imm16);
  666. }
  667. ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, MulOp, OperC);
  668. if (Merge)
  669. {
  670. AddOp = new ShaderIrOp(ShaderIrInst.And, AddOp, ImmMsk);
  671. OperB = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
  672. AddOp = new ShaderIrOp(ShaderIrInst.Or, AddOp, OperB);
  673. }
  674. if (Mode == 4)
  675. {
  676. OperB = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
  677. AddOp = new ShaderIrOp(ShaderIrInst.Or, AddOp, OperB);
  678. }
  679. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
  680. }
  681. }
  682. }