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- using System;
- using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
- namespace Ryujinx.Graphics.Gal.Shader
- {
- static partial class ShaderDecode
- {
- private const int TempRegStart = 0x100;
- private const int ____ = 0x0;
- private const int R___ = 0x1;
- private const int _G__ = 0x2;
- private const int RG__ = 0x3;
- private const int __B_ = 0x4;
- private const int RGB_ = 0x7;
- private const int ___A = 0x8;
- private const int R__A = 0x9;
- private const int _G_A = 0xa;
- private const int RG_A = 0xb;
- private const int __BA = 0xc;
- private const int R_BA = 0xd;
- private const int _GBA = 0xe;
- private const int RGBA = 0xf;
- private static int[,] MaskLut = new int[,]
- {
- { ____, ____, ____, ____, ____, ____, ____, ____ },
- { R___, _G__, __B_, ___A, RG__, R__A, _G_A, __BA },
- { R___, _G__, __B_, ___A, RG__, ____, ____, ____ },
- { RGB_, RG_A, R_BA, _GBA, RGBA, ____, ____, ____ }
- };
- public static void Ld_A(ShaderIrBlock Block, long OpCode, int Position)
- {
- ShaderIrNode[] Opers = OpCode.Abuf20();
- //Used by GS
- ShaderIrOperGpr Vertex = OpCode.Gpr39();
- int Index = 0;
- foreach (ShaderIrNode OperA in Opers)
- {
- ShaderIrOperGpr OperD = OpCode.Gpr0();
- OperD.Index += Index++;
- Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperD, OperA)));
- }
- }
- public static void Ld_C(ShaderIrBlock Block, long OpCode, int Position)
- {
- int CbufPos = OpCode.Read(22, 0x3fff);
- int CbufIndex = OpCode.Read(36, 0x1f);
- int Type = OpCode.Read(48, 7);
- if (Type > 5)
- {
- throw new InvalidOperationException();
- }
- ShaderIrOperGpr Temp = ShaderIrOperGpr.MakeTemporary();
- Block.AddNode(new ShaderIrAsg(Temp, OpCode.Gpr8()));
- int Count = Type == 5 ? 2 : 1;
- for (int Index = 0; Index < Count; Index++)
- {
- ShaderIrOperCbuf OperA = new ShaderIrOperCbuf(CbufIndex, CbufPos, Temp);
- ShaderIrOperGpr OperD = OpCode.Gpr0();
- OperA.Pos += Index;
- OperD.Index += Index;
- if (!OperD.IsValidRegister)
- {
- break;
- }
- ShaderIrNode Node = OperA;
- if (Type < 4)
- {
- //This is a 8 or 16 bits type.
- bool Signed = (Type & 1) != 0;
- int Size = 8 << (Type >> 1);
- Node = ExtendTo32(Node, Signed, Size);
- }
- Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperD, Node)));
- }
- }
- public static void St_A(ShaderIrBlock Block, long OpCode, int Position)
- {
- ShaderIrNode[] Opers = OpCode.Abuf20();
- int Index = 0;
- foreach (ShaderIrNode OperA in Opers)
- {
- ShaderIrOperGpr OperD = OpCode.Gpr0();
- OperD.Index += Index++;
- Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperA, OperD)));
- }
- }
- public static void Texq(ShaderIrBlock Block, long OpCode, int Position)
- {
- ShaderIrNode OperD = OpCode.Gpr0();
- ShaderIrNode OperA = OpCode.Gpr8();
- ShaderTexqInfo Info = (ShaderTexqInfo)(OpCode.Read(22, 0x1f));
- ShaderIrMetaTexq Meta0 = new ShaderIrMetaTexq(Info, 0);
- ShaderIrMetaTexq Meta1 = new ShaderIrMetaTexq(Info, 1);
- ShaderIrNode OperC = OpCode.Imm13_36();
- ShaderIrOp Op0 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta0);
- ShaderIrOp Op1 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta1);
- Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperD, Op0)));
- Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperA, Op1))); //Is this right?
- }
- public static void Tex(ShaderIrBlock Block, long OpCode, int Position)
- {
- EmitTex(Block, OpCode, GprHandle: false);
- }
- public static void Tex_B(ShaderIrBlock Block, long OpCode, int Position)
- {
- EmitTex(Block, OpCode, GprHandle: true);
- }
- private static void EmitTex(ShaderIrBlock Block, long OpCode, bool GprHandle)
- {
- //TODO: Support other formats.
- ShaderIrOperGpr[] Coords = new ShaderIrOperGpr[2];
- for (int Index = 0; Index < Coords.Length; Index++)
- {
- Coords[Index] = OpCode.Gpr8();
- Coords[Index].Index += Index;
- if (Coords[Index].Index > ShaderIrOperGpr.ZRIndex)
- {
- Coords[Index].Index = ShaderIrOperGpr.ZRIndex;
- }
- }
- int ChMask = OpCode.Read(31, 0xf);
- ShaderIrNode OperC = GprHandle
- ? (ShaderIrNode)OpCode.Gpr20()
- : (ShaderIrNode)OpCode.Imm13_36();
- ShaderIrInst Inst = GprHandle ? ShaderIrInst.Texb : ShaderIrInst.Texs;
- for (int Ch = 0; Ch < 4; Ch++)
- {
- ShaderIrOperGpr Dst = new ShaderIrOperGpr(TempRegStart + Ch);
- ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
- ShaderIrOp Op = new ShaderIrOp(Inst, Coords[0], Coords[1], OperC, Meta);
- Block.AddNode(OpCode.PredNode(new ShaderIrAsg(Dst, Op)));
- }
- int RegInc = 0;
- for (int Ch = 0; Ch < 4; Ch++)
- {
- if (!IsChannelUsed(ChMask, Ch))
- {
- continue;
- }
- ShaderIrOperGpr Src = new ShaderIrOperGpr(TempRegStart + Ch);
- ShaderIrOperGpr Dst = OpCode.Gpr0();
- Dst.Index += RegInc++;
- if (Dst.Index >= ShaderIrOperGpr.ZRIndex)
- {
- continue;
- }
- Block.AddNode(OpCode.PredNode(new ShaderIrAsg(Dst, Src)));
- }
- }
- public static void Texs(ShaderIrBlock Block, long OpCode, int Position)
- {
- EmitTexs(Block, OpCode, ShaderIrInst.Texs);
- }
- public static void Tlds(ShaderIrBlock Block, long OpCode, int Position)
- {
- EmitTexs(Block, OpCode, ShaderIrInst.Txlf);
- }
- private static void EmitTexs(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
- {
- //TODO: Support other formats.
- ShaderIrNode OperA = OpCode.Gpr8();
- ShaderIrNode OperB = OpCode.Gpr20();
- ShaderIrNode OperC = OpCode.Imm13_36();
- int LutIndex;
- LutIndex = OpCode.Gpr0 ().Index != ShaderIrOperGpr.ZRIndex ? 1 : 0;
- LutIndex |= OpCode.Gpr28().Index != ShaderIrOperGpr.ZRIndex ? 2 : 0;
- if (LutIndex == 0)
- {
- //Both registers are RZ, color is not written anywhere.
- //So, the intruction is basically a no-op.
- return;
- }
- int ChMask = MaskLut[LutIndex, OpCode.Read(50, 7)];
- for (int Ch = 0; Ch < 4; Ch++)
- {
- ShaderIrOperGpr Dst = new ShaderIrOperGpr(TempRegStart + Ch);
- ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
- ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB, OperC, Meta);
- Block.AddNode(OpCode.PredNode(new ShaderIrAsg(Dst, Op)));
- }
- int RegInc = 0;
- ShaderIrOperGpr GetDst()
- {
- ShaderIrOperGpr Dst;
- switch (LutIndex)
- {
- case 1: Dst = OpCode.Gpr0(); break;
- case 2: Dst = OpCode.Gpr28(); break;
- case 3: Dst = (RegInc >> 1) != 0
- ? OpCode.Gpr28()
- : OpCode.Gpr0 (); break;
- default: throw new InvalidOperationException();
- }
- Dst.Index += RegInc++ & 1;
- return Dst;
- }
- for (int Ch = 0; Ch < 4; Ch++)
- {
- if (!IsChannelUsed(ChMask, Ch))
- {
- continue;
- }
- ShaderIrOperGpr Src = new ShaderIrOperGpr(TempRegStart + Ch);
- ShaderIrOperGpr Dst = GetDst();
- if (Dst.Index != ShaderIrOperGpr.ZRIndex)
- {
- Block.AddNode(OpCode.PredNode(new ShaderIrAsg(Dst, Src)));
- }
- }
- }
- private static bool IsChannelUsed(int ChMask, int Ch)
- {
- return (ChMask & (1 << Ch)) != 0;
- }
- }
- }
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