ShaderDecodeMem.cs 9.5 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. private const int ____ = 0x0;
  8. private const int R___ = 0x1;
  9. private const int _G__ = 0x2;
  10. private const int RG__ = 0x3;
  11. private const int __B_ = 0x4;
  12. private const int RGB_ = 0x7;
  13. private const int ___A = 0x8;
  14. private const int R__A = 0x9;
  15. private const int _G_A = 0xa;
  16. private const int RG_A = 0xb;
  17. private const int __BA = 0xc;
  18. private const int R_BA = 0xd;
  19. private const int _GBA = 0xe;
  20. private const int RGBA = 0xf;
  21. private static int[,] MaskLut = new int[,]
  22. {
  23. { ____, ____, ____, ____, ____, ____, ____, ____ },
  24. { R___, _G__, __B_, ___A, RG__, R__A, _G_A, __BA },
  25. { R___, _G__, __B_, ___A, RG__, ____, ____, ____ },
  26. { RGB_, RG_A, R_BA, _GBA, RGBA, ____, ____, ____ }
  27. };
  28. public static void Ld_A(ShaderIrBlock Block, long OpCode, int Position)
  29. {
  30. ShaderIrNode[] Opers = OpCode.Abuf20();
  31. //Used by GS
  32. ShaderIrOperGpr Vertex = OpCode.Gpr39();
  33. int Index = 0;
  34. foreach (ShaderIrNode OperA in Opers)
  35. {
  36. ShaderIrOperGpr OperD = OpCode.Gpr0();
  37. OperD.Index += Index++;
  38. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperD, OperA)));
  39. }
  40. }
  41. public static void Ld_C(ShaderIrBlock Block, long OpCode, int Position)
  42. {
  43. int CbufPos = OpCode.Read(22, 0x3fff);
  44. int CbufIndex = OpCode.Read(36, 0x1f);
  45. int Type = OpCode.Read(48, 7);
  46. if (Type > 5)
  47. {
  48. throw new InvalidOperationException();
  49. }
  50. ShaderIrOperGpr Temp = ShaderIrOperGpr.MakeTemporary();
  51. Block.AddNode(new ShaderIrAsg(Temp, OpCode.Gpr8()));
  52. int Count = Type == 5 ? 2 : 1;
  53. for (int Index = 0; Index < Count; Index++)
  54. {
  55. ShaderIrOperCbuf OperA = new ShaderIrOperCbuf(CbufIndex, CbufPos, Temp);
  56. ShaderIrOperGpr OperD = OpCode.Gpr0();
  57. OperA.Pos += Index;
  58. OperD.Index += Index;
  59. if (!OperD.IsValidRegister)
  60. {
  61. break;
  62. }
  63. ShaderIrNode Node = OperA;
  64. if (Type < 4)
  65. {
  66. //This is a 8 or 16 bits type.
  67. bool Signed = (Type & 1) != 0;
  68. int Size = 8 << (Type >> 1);
  69. Node = ExtendTo32(Node, Signed, Size);
  70. }
  71. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperD, Node)));
  72. }
  73. }
  74. public static void St_A(ShaderIrBlock Block, long OpCode, int Position)
  75. {
  76. ShaderIrNode[] Opers = OpCode.Abuf20();
  77. int Index = 0;
  78. foreach (ShaderIrNode OperA in Opers)
  79. {
  80. ShaderIrOperGpr OperD = OpCode.Gpr0();
  81. OperD.Index += Index++;
  82. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperA, OperD)));
  83. }
  84. }
  85. public static void Texq(ShaderIrBlock Block, long OpCode, int Position)
  86. {
  87. ShaderIrNode OperD = OpCode.Gpr0();
  88. ShaderIrNode OperA = OpCode.Gpr8();
  89. ShaderTexqInfo Info = (ShaderTexqInfo)(OpCode.Read(22, 0x1f));
  90. ShaderIrMetaTexq Meta0 = new ShaderIrMetaTexq(Info, 0);
  91. ShaderIrMetaTexq Meta1 = new ShaderIrMetaTexq(Info, 1);
  92. ShaderIrNode OperC = OpCode.Imm13_36();
  93. ShaderIrOp Op0 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta0);
  94. ShaderIrOp Op1 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta1);
  95. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperD, Op0)));
  96. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperA, Op1))); //Is this right?
  97. }
  98. public static void Tex(ShaderIrBlock Block, long OpCode, int Position)
  99. {
  100. EmitTex(Block, OpCode, GprHandle: false);
  101. }
  102. public static void Tex_B(ShaderIrBlock Block, long OpCode, int Position)
  103. {
  104. EmitTex(Block, OpCode, GprHandle: true);
  105. }
  106. private static void EmitTex(ShaderIrBlock Block, long OpCode, bool GprHandle)
  107. {
  108. //TODO: Support other formats.
  109. ShaderIrOperGpr[] Coords = new ShaderIrOperGpr[2];
  110. for (int Index = 0; Index < Coords.Length; Index++)
  111. {
  112. ShaderIrOperGpr CoordReg = OpCode.Gpr8();
  113. CoordReg.Index += Index;
  114. if (!CoordReg.IsValidRegister)
  115. {
  116. CoordReg.Index = ShaderIrOperGpr.ZRIndex;
  117. }
  118. Coords[Index] = ShaderIrOperGpr.MakeTemporary(Index);
  119. Block.AddNode(new ShaderIrAsg(Coords[Index], CoordReg));
  120. }
  121. int ChMask = OpCode.Read(31, 0xf);
  122. ShaderIrNode OperC = GprHandle
  123. ? (ShaderIrNode)OpCode.Gpr20()
  124. : (ShaderIrNode)OpCode.Imm13_36();
  125. ShaderIrInst Inst = GprHandle ? ShaderIrInst.Texb : ShaderIrInst.Texs;
  126. int RegInc = 0;
  127. for (int Ch = 0; Ch < 4; Ch++)
  128. {
  129. if (!IsChannelUsed(ChMask, Ch))
  130. {
  131. continue;
  132. }
  133. ShaderIrOperGpr Dst = OpCode.Gpr0();
  134. Dst.Index += RegInc++;
  135. if (!Dst.IsValidRegister || Dst.IsConst)
  136. {
  137. continue;
  138. }
  139. ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
  140. ShaderIrOp Op = new ShaderIrOp(Inst, Coords[0], Coords[1], OperC, Meta);
  141. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(Dst, Op)));
  142. }
  143. }
  144. public static void Texs(ShaderIrBlock Block, long OpCode, int Position)
  145. {
  146. EmitTexs(Block, OpCode, ShaderIrInst.Texs);
  147. }
  148. public static void Tlds(ShaderIrBlock Block, long OpCode, int Position)
  149. {
  150. EmitTexs(Block, OpCode, ShaderIrInst.Txlf);
  151. }
  152. private static void EmitTexs(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
  153. {
  154. //TODO: Support other formats.
  155. int LutIndex;
  156. LutIndex = !OpCode.Gpr0().IsConst ? 1 : 0;
  157. LutIndex |= !OpCode.Gpr28().IsConst ? 2 : 0;
  158. if (LutIndex == 0)
  159. {
  160. //Both destination registers are RZ, do nothing.
  161. return;
  162. }
  163. bool Fp16 = !OpCode.Read(59);
  164. int DstIncrement = 0;
  165. ShaderIrOperGpr GetDst()
  166. {
  167. ShaderIrOperGpr Dst;
  168. if (Fp16)
  169. {
  170. //FP16 mode, two components are packed on the two
  171. //halfs of a 32-bits register, as two half-float values.
  172. int HalfPart = DstIncrement & 1;
  173. switch (LutIndex)
  174. {
  175. case 1: Dst = OpCode.GprHalf0(HalfPart); break;
  176. case 2: Dst = OpCode.GprHalf28(HalfPart); break;
  177. case 3: Dst = (DstIncrement >> 1) != 0
  178. ? OpCode.GprHalf28(HalfPart)
  179. : OpCode.GprHalf0(HalfPart); break;
  180. default: throw new InvalidOperationException();
  181. }
  182. }
  183. else
  184. {
  185. //32-bits mode, each component uses one register.
  186. //Two components uses two consecutive registers.
  187. switch (LutIndex)
  188. {
  189. case 1: Dst = OpCode.Gpr0(); break;
  190. case 2: Dst = OpCode.Gpr28(); break;
  191. case 3: Dst = (DstIncrement >> 1) != 0
  192. ? OpCode.Gpr28()
  193. : OpCode.Gpr0(); break;
  194. default: throw new InvalidOperationException();
  195. }
  196. Dst.Index += DstIncrement & 1;
  197. }
  198. DstIncrement++;
  199. return Dst;
  200. }
  201. int ChMask = MaskLut[LutIndex, OpCode.Read(50, 7)];
  202. if (ChMask == 0)
  203. {
  204. //All channels are disabled, do nothing.
  205. return;
  206. }
  207. ShaderIrNode OperC = OpCode.Imm13_36();
  208. ShaderIrOperGpr Coord0 = ShaderIrOperGpr.MakeTemporary(0);
  209. ShaderIrOperGpr Coord1 = ShaderIrOperGpr.MakeTemporary(1);
  210. Block.AddNode(new ShaderIrAsg(Coord0, OpCode.Gpr8()));
  211. Block.AddNode(new ShaderIrAsg(Coord1, OpCode.Gpr20()));
  212. for (int Ch = 0; Ch < 4; Ch++)
  213. {
  214. if (!IsChannelUsed(ChMask, Ch))
  215. {
  216. continue;
  217. }
  218. ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
  219. ShaderIrOp Op = new ShaderIrOp(Inst, Coord0, Coord1, OperC, Meta);
  220. ShaderIrOperGpr Dst = GetDst();
  221. if (Dst.IsValidRegister && !Dst.IsConst)
  222. {
  223. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(Dst, Op)));
  224. }
  225. }
  226. }
  227. private static bool IsChannelUsed(int ChMask, int Ch)
  228. {
  229. return (ChMask & (1 << Ch)) != 0;
  230. }
  231. }
  232. }