ShaderDecodeMem.cs 8.8 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 TempRegStart = 0x100;
  8. private const int ____ = 0x0;
  9. private const int R___ = 0x1;
  10. private const int _G__ = 0x2;
  11. private const int RG__ = 0x3;
  12. private const int __B_ = 0x4;
  13. private const int RGB_ = 0x7;
  14. private const int ___A = 0x8;
  15. private const int R__A = 0x9;
  16. private const int _G_A = 0xa;
  17. private const int RG_A = 0xb;
  18. private const int __BA = 0xc;
  19. private const int R_BA = 0xd;
  20. private const int _GBA = 0xe;
  21. private const int RGBA = 0xf;
  22. private static int[,] MaskLut = new int[,]
  23. {
  24. { ____, ____, ____, ____, ____, ____, ____, ____ },
  25. { R___, _G__, __B_, ___A, RG__, R__A, _G_A, __BA },
  26. { R___, _G__, __B_, ___A, RG__, ____, ____, ____ },
  27. { RGB_, RG_A, R_BA, _GBA, RGBA, ____, ____, ____ }
  28. };
  29. public static void Ld_A(ShaderIrBlock Block, long OpCode, int Position)
  30. {
  31. ShaderIrNode[] Opers = OpCode.Abuf20();
  32. //Used by GS
  33. ShaderIrOperGpr Vertex = OpCode.Gpr39();
  34. int Index = 0;
  35. foreach (ShaderIrNode OperA in Opers)
  36. {
  37. ShaderIrOperGpr OperD = OpCode.Gpr0();
  38. OperD.Index += Index++;
  39. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperD, OperA)));
  40. }
  41. }
  42. public static void Ld_C(ShaderIrBlock Block, long OpCode, int Position)
  43. {
  44. int CbufPos = OpCode.Read(22, 0x3fff);
  45. int CbufIndex = OpCode.Read(36, 0x1f);
  46. int Type = OpCode.Read(48, 7);
  47. if (Type > 5)
  48. {
  49. throw new InvalidOperationException();
  50. }
  51. ShaderIrOperGpr Temp = ShaderIrOperGpr.MakeTemporary();
  52. Block.AddNode(new ShaderIrAsg(Temp, OpCode.Gpr8()));
  53. int Count = Type == 5 ? 2 : 1;
  54. for (int Index = 0; Index < Count; Index++)
  55. {
  56. ShaderIrOperCbuf OperA = new ShaderIrOperCbuf(CbufIndex, CbufPos, Temp);
  57. ShaderIrOperGpr OperD = OpCode.Gpr0();
  58. OperA.Pos += Index;
  59. OperD.Index += Index;
  60. if (!OperD.IsValidRegister)
  61. {
  62. break;
  63. }
  64. ShaderIrNode Node = OperA;
  65. if (Type < 4)
  66. {
  67. //This is a 8 or 16 bits type.
  68. bool Signed = (Type & 1) != 0;
  69. int Size = 8 << (Type >> 1);
  70. Node = ExtendTo32(Node, Signed, Size);
  71. }
  72. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperD, Node)));
  73. }
  74. }
  75. public static void St_A(ShaderIrBlock Block, long OpCode, int Position)
  76. {
  77. ShaderIrNode[] Opers = OpCode.Abuf20();
  78. int Index = 0;
  79. foreach (ShaderIrNode OperA in Opers)
  80. {
  81. ShaderIrOperGpr OperD = OpCode.Gpr0();
  82. OperD.Index += Index++;
  83. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperA, OperD)));
  84. }
  85. }
  86. public static void Texq(ShaderIrBlock Block, long OpCode, int Position)
  87. {
  88. ShaderIrNode OperD = OpCode.Gpr0();
  89. ShaderIrNode OperA = OpCode.Gpr8();
  90. ShaderTexqInfo Info = (ShaderTexqInfo)(OpCode.Read(22, 0x1f));
  91. ShaderIrMetaTexq Meta0 = new ShaderIrMetaTexq(Info, 0);
  92. ShaderIrMetaTexq Meta1 = new ShaderIrMetaTexq(Info, 1);
  93. ShaderIrNode OperC = OpCode.Imm13_36();
  94. ShaderIrOp Op0 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta0);
  95. ShaderIrOp Op1 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta1);
  96. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperD, Op0)));
  97. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperA, Op1))); //Is this right?
  98. }
  99. public static void Tex(ShaderIrBlock Block, long OpCode, int Position)
  100. {
  101. EmitTex(Block, OpCode, GprHandle: false);
  102. }
  103. public static void Tex_B(ShaderIrBlock Block, long OpCode, int Position)
  104. {
  105. EmitTex(Block, OpCode, GprHandle: true);
  106. }
  107. private static void EmitTex(ShaderIrBlock Block, long OpCode, bool GprHandle)
  108. {
  109. //TODO: Support other formats.
  110. ShaderIrOperGpr[] Coords = new ShaderIrOperGpr[2];
  111. for (int Index = 0; Index < Coords.Length; Index++)
  112. {
  113. Coords[Index] = OpCode.Gpr8();
  114. Coords[Index].Index += Index;
  115. if (Coords[Index].Index > ShaderIrOperGpr.ZRIndex)
  116. {
  117. Coords[Index].Index = ShaderIrOperGpr.ZRIndex;
  118. }
  119. }
  120. int ChMask = OpCode.Read(31, 0xf);
  121. ShaderIrNode OperC = GprHandle
  122. ? (ShaderIrNode)OpCode.Gpr20()
  123. : (ShaderIrNode)OpCode.Imm13_36();
  124. ShaderIrInst Inst = GprHandle ? ShaderIrInst.Texb : ShaderIrInst.Texs;
  125. for (int Ch = 0; Ch < 4; Ch++)
  126. {
  127. ShaderIrOperGpr Dst = new ShaderIrOperGpr(TempRegStart + Ch);
  128. ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
  129. ShaderIrOp Op = new ShaderIrOp(Inst, Coords[0], Coords[1], OperC, Meta);
  130. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(Dst, Op)));
  131. }
  132. int RegInc = 0;
  133. for (int Ch = 0; Ch < 4; Ch++)
  134. {
  135. if (!IsChannelUsed(ChMask, Ch))
  136. {
  137. continue;
  138. }
  139. ShaderIrOperGpr Src = new ShaderIrOperGpr(TempRegStart + Ch);
  140. ShaderIrOperGpr Dst = OpCode.Gpr0();
  141. Dst.Index += RegInc++;
  142. if (Dst.Index >= ShaderIrOperGpr.ZRIndex)
  143. {
  144. continue;
  145. }
  146. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(Dst, Src)));
  147. }
  148. }
  149. public static void Texs(ShaderIrBlock Block, long OpCode, int Position)
  150. {
  151. EmitTexs(Block, OpCode, ShaderIrInst.Texs);
  152. }
  153. public static void Tlds(ShaderIrBlock Block, long OpCode, int Position)
  154. {
  155. EmitTexs(Block, OpCode, ShaderIrInst.Txlf);
  156. }
  157. private static void EmitTexs(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
  158. {
  159. //TODO: Support other formats.
  160. ShaderIrNode OperA = OpCode.Gpr8();
  161. ShaderIrNode OperB = OpCode.Gpr20();
  162. ShaderIrNode OperC = OpCode.Imm13_36();
  163. int LutIndex;
  164. LutIndex = OpCode.Gpr0 ().Index != ShaderIrOperGpr.ZRIndex ? 1 : 0;
  165. LutIndex |= OpCode.Gpr28().Index != ShaderIrOperGpr.ZRIndex ? 2 : 0;
  166. if (LutIndex == 0)
  167. {
  168. //Both registers are RZ, color is not written anywhere.
  169. //So, the intruction is basically a no-op.
  170. return;
  171. }
  172. int ChMask = MaskLut[LutIndex, OpCode.Read(50, 7)];
  173. for (int Ch = 0; Ch < 4; Ch++)
  174. {
  175. ShaderIrOperGpr Dst = new ShaderIrOperGpr(TempRegStart + Ch);
  176. ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
  177. ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB, OperC, Meta);
  178. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(Dst, Op)));
  179. }
  180. int RegInc = 0;
  181. ShaderIrOperGpr GetDst()
  182. {
  183. ShaderIrOperGpr Dst;
  184. switch (LutIndex)
  185. {
  186. case 1: Dst = OpCode.Gpr0(); break;
  187. case 2: Dst = OpCode.Gpr28(); break;
  188. case 3: Dst = (RegInc >> 1) != 0
  189. ? OpCode.Gpr28()
  190. : OpCode.Gpr0 (); break;
  191. default: throw new InvalidOperationException();
  192. }
  193. Dst.Index += RegInc++ & 1;
  194. return Dst;
  195. }
  196. for (int Ch = 0; Ch < 4; Ch++)
  197. {
  198. if (!IsChannelUsed(ChMask, Ch))
  199. {
  200. continue;
  201. }
  202. ShaderIrOperGpr Src = new ShaderIrOperGpr(TempRegStart + Ch);
  203. ShaderIrOperGpr Dst = GetDst();
  204. if (Dst.Index != ShaderIrOperGpr.ZRIndex)
  205. {
  206. Block.AddNode(OpCode.PredNode(new ShaderIrAsg(Dst, Src)));
  207. }
  208. }
  209. }
  210. private static bool IsChannelUsed(int ChMask, int Ch)
  211. {
  212. return (ChMask & (1 << Ch)) != 0;
  213. }
  214. }
  215. }