ShaderDecodeOpCode.cs 8.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303
  1. using System;
  2. namespace Ryujinx.Graphics.Gal.Shader
  3. {
  4. static partial class ShaderDecode
  5. {
  6. private static int Read(this long OpCode, int Position, int Mask)
  7. {
  8. return (int)(OpCode >> Position) & Mask;
  9. }
  10. private static bool Read(this long OpCode, int Position)
  11. {
  12. return ((OpCode >> Position) & 1) != 0;
  13. }
  14. private static int Branch(this long OpCode)
  15. {
  16. return ((int)(OpCode >> 20) << 8) >> 8;
  17. }
  18. private static ShaderIrOperAbuf[] Abuf20(this long OpCode)
  19. {
  20. int Abuf = OpCode.Read(20, 0x3ff);
  21. int Size = OpCode.Read(47, 3);
  22. ShaderIrOperGpr Vertex = OpCode.Gpr39();
  23. ShaderIrOperAbuf[] Opers = new ShaderIrOperAbuf[Size + 1];
  24. for (int Index = 0; Index <= Size; Index++)
  25. {
  26. Opers[Index] = new ShaderIrOperAbuf(Abuf + Index * 4, Vertex);
  27. }
  28. return Opers;
  29. }
  30. private static ShaderIrOperAbuf Abuf28(this long OpCode)
  31. {
  32. int Abuf = OpCode.Read(28, 0x3ff);
  33. return new ShaderIrOperAbuf(Abuf, OpCode.Gpr39());
  34. }
  35. private static ShaderIrOperCbuf Cbuf34(this long OpCode)
  36. {
  37. return new ShaderIrOperCbuf(
  38. OpCode.Read(34, 0x1f),
  39. OpCode.Read(20, 0x3fff));
  40. }
  41. private static ShaderIrOperGpr Gpr8(this long OpCode)
  42. {
  43. return new ShaderIrOperGpr(OpCode.Read(8, 0xff));
  44. }
  45. private static ShaderIrOperGpr Gpr20(this long OpCode)
  46. {
  47. return new ShaderIrOperGpr(OpCode.Read(20, 0xff));
  48. }
  49. private static ShaderIrOperGpr Gpr39(this long OpCode)
  50. {
  51. return new ShaderIrOperGpr(OpCode.Read(39, 0xff));
  52. }
  53. private static ShaderIrOperGpr Gpr0(this long OpCode)
  54. {
  55. return new ShaderIrOperGpr(OpCode.Read(0, 0xff));
  56. }
  57. private static ShaderIrOperGpr Gpr28(this long OpCode)
  58. {
  59. return new ShaderIrOperGpr(OpCode.Read(28, 0xff));
  60. }
  61. private static ShaderIrOperGpr[] GprHalfVec8(this long OpCode)
  62. {
  63. return GetGprHalfVec2(OpCode.Read(8, 0xff), OpCode.Read(47, 3));
  64. }
  65. private static ShaderIrOperGpr[] GprHalfVec20(this long OpCode)
  66. {
  67. return GetGprHalfVec2(OpCode.Read(20, 0xff), OpCode.Read(28, 3));
  68. }
  69. private static ShaderIrOperGpr[] GetGprHalfVec2(int Gpr, int Mask)
  70. {
  71. if (Mask == 1)
  72. {
  73. //This value is used for FP32, the whole 32-bits register
  74. //is used as each element on the vector.
  75. return new ShaderIrOperGpr[]
  76. {
  77. new ShaderIrOperGpr(Gpr),
  78. new ShaderIrOperGpr(Gpr)
  79. };
  80. }
  81. ShaderIrOperGpr Low = new ShaderIrOperGpr(Gpr, 0);
  82. ShaderIrOperGpr High = new ShaderIrOperGpr(Gpr, 1);
  83. return new ShaderIrOperGpr[]
  84. {
  85. (Mask & 1) != 0 ? High : Low,
  86. (Mask & 2) != 0 ? High : Low
  87. };
  88. }
  89. private static ShaderIrOperGpr GprHalf0(this long OpCode, int HalfPart)
  90. {
  91. return new ShaderIrOperGpr(OpCode.Read(0, 0xff), HalfPart);
  92. }
  93. private static ShaderIrOperGpr GprHalf28(this long OpCode, int HalfPart)
  94. {
  95. return new ShaderIrOperGpr(OpCode.Read(28, 0xff), HalfPart);
  96. }
  97. private static ShaderIrOperImm Imm5_39(this long OpCode)
  98. {
  99. return new ShaderIrOperImm(OpCode.Read(39, 0x1f));
  100. }
  101. private static ShaderIrOperImm Imm13_36(this long OpCode)
  102. {
  103. return new ShaderIrOperImm(OpCode.Read(36, 0x1fff));
  104. }
  105. private static ShaderIrOperImm Imm32_20(this long OpCode)
  106. {
  107. return new ShaderIrOperImm((int)(OpCode >> 20));
  108. }
  109. private static ShaderIrOperImmf Immf32_20(this long OpCode)
  110. {
  111. return new ShaderIrOperImmf(BitConverter.Int32BitsToSingle((int)(OpCode >> 20)));
  112. }
  113. private static ShaderIrOperImm Imm19_20(this long OpCode)
  114. {
  115. int Value = OpCode.Read(20, 0x7ffff);
  116. bool Neg = OpCode.Read(56);
  117. if (Neg)
  118. {
  119. Value = -Value;
  120. }
  121. return new ShaderIrOperImm(Value);
  122. }
  123. private static ShaderIrOperImmf Immf19_20(this long OpCode)
  124. {
  125. uint Imm = (uint)(OpCode >> 20) & 0x7ffff;
  126. bool Neg = OpCode.Read(56);
  127. Imm <<= 12;
  128. if (Neg)
  129. {
  130. Imm |= 0x80000000;
  131. }
  132. float Value = BitConverter.Int32BitsToSingle((int)Imm);
  133. return new ShaderIrOperImmf(Value);
  134. }
  135. private static ShaderIrOperPred Pred0(this long OpCode)
  136. {
  137. return new ShaderIrOperPred(OpCode.Read(0, 7));
  138. }
  139. private static ShaderIrOperPred Pred3(this long OpCode)
  140. {
  141. return new ShaderIrOperPred(OpCode.Read(3, 7));
  142. }
  143. private static ShaderIrOperPred Pred12(this long OpCode)
  144. {
  145. return new ShaderIrOperPred(OpCode.Read(12, 7));
  146. }
  147. private static ShaderIrOperPred Pred29(this long OpCode)
  148. {
  149. return new ShaderIrOperPred(OpCode.Read(29, 7));
  150. }
  151. private static ShaderIrNode Pred39N(this long OpCode)
  152. {
  153. ShaderIrNode Node = OpCode.Pred39();
  154. if (OpCode.Read(42))
  155. {
  156. Node = new ShaderIrOp(ShaderIrInst.Bnot, Node);
  157. }
  158. return Node;
  159. }
  160. private static ShaderIrOperPred Pred39(this long OpCode)
  161. {
  162. return new ShaderIrOperPred(OpCode.Read(39, 7));
  163. }
  164. private static ShaderIrOperPred Pred48(this long OpCode)
  165. {
  166. return new ShaderIrOperPred(OpCode.Read(48, 7));
  167. }
  168. private static ShaderIrInst Cmp(this long OpCode)
  169. {
  170. switch (OpCode.Read(49, 7))
  171. {
  172. case 1: return ShaderIrInst.Clt;
  173. case 2: return ShaderIrInst.Ceq;
  174. case 3: return ShaderIrInst.Cle;
  175. case 4: return ShaderIrInst.Cgt;
  176. case 5: return ShaderIrInst.Cne;
  177. case 6: return ShaderIrInst.Cge;
  178. }
  179. throw new ArgumentException(nameof(OpCode));
  180. }
  181. private static ShaderIrInst CmpF(this long OpCode)
  182. {
  183. switch (OpCode.Read(48, 0xf))
  184. {
  185. case 0x1: return ShaderIrInst.Fclt;
  186. case 0x2: return ShaderIrInst.Fceq;
  187. case 0x3: return ShaderIrInst.Fcle;
  188. case 0x4: return ShaderIrInst.Fcgt;
  189. case 0x5: return ShaderIrInst.Fcne;
  190. case 0x6: return ShaderIrInst.Fcge;
  191. case 0x7: return ShaderIrInst.Fcnum;
  192. case 0x8: return ShaderIrInst.Fcnan;
  193. case 0x9: return ShaderIrInst.Fcltu;
  194. case 0xa: return ShaderIrInst.Fcequ;
  195. case 0xb: return ShaderIrInst.Fcleu;
  196. case 0xc: return ShaderIrInst.Fcgtu;
  197. case 0xd: return ShaderIrInst.Fcneu;
  198. case 0xe: return ShaderIrInst.Fcgeu;
  199. }
  200. throw new ArgumentException(nameof(OpCode));
  201. }
  202. private static ShaderIrInst BLop45(this long OpCode)
  203. {
  204. switch (OpCode.Read(45, 3))
  205. {
  206. case 0: return ShaderIrInst.Band;
  207. case 1: return ShaderIrInst.Bor;
  208. case 2: return ShaderIrInst.Bxor;
  209. }
  210. throw new ArgumentException(nameof(OpCode));
  211. }
  212. private static ShaderIrInst BLop24(this long OpCode)
  213. {
  214. switch (OpCode.Read(24, 3))
  215. {
  216. case 0: return ShaderIrInst.Band;
  217. case 1: return ShaderIrInst.Bor;
  218. case 2: return ShaderIrInst.Bxor;
  219. }
  220. throw new ArgumentException(nameof(OpCode));
  221. }
  222. private static ShaderIrNode PredNode(this long OpCode, ShaderIrNode Node)
  223. {
  224. ShaderIrOperPred Pred = OpCode.PredNode();
  225. if (Pred.Index != ShaderIrOperPred.UnusedIndex)
  226. {
  227. bool Inv = OpCode.Read(19);
  228. Node = new ShaderIrCond(Pred, Node, Inv);
  229. }
  230. return Node;
  231. }
  232. private static ShaderIrOperPred PredNode(this long OpCode)
  233. {
  234. int Pred = OpCode.Read(16, 0xf);
  235. if (Pred != 0xf)
  236. {
  237. Pred &= 7;
  238. }
  239. return new ShaderIrOperPred(Pred);
  240. }
  241. }
  242. }