ShaderDecodeMove.cs 13 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 enum IntType
  8. {
  9. U8 = 0,
  10. U16 = 1,
  11. U32 = 2,
  12. U64 = 3,
  13. S8 = 4,
  14. S16 = 5,
  15. S32 = 6,
  16. S64 = 7
  17. }
  18. private enum FloatType
  19. {
  20. F16 = 1,
  21. F32 = 2,
  22. F64 = 3
  23. }
  24. public static void F2f_C(ShaderIrBlock block, long opCode, int position)
  25. {
  26. EmitF2F(block, opCode, ShaderOper.Cr);
  27. }
  28. public static void F2f_I(ShaderIrBlock block, long opCode, int position)
  29. {
  30. EmitF2F(block, opCode, ShaderOper.Immf);
  31. }
  32. public static void F2f_R(ShaderIrBlock block, long opCode, int position)
  33. {
  34. EmitF2F(block, opCode, ShaderOper.Rr);
  35. }
  36. public static void F2i_C(ShaderIrBlock block, long opCode, int position)
  37. {
  38. EmitF2I(block, opCode, ShaderOper.Cr);
  39. }
  40. public static void F2i_I(ShaderIrBlock block, long opCode, int position)
  41. {
  42. EmitF2I(block, opCode, ShaderOper.Immf);
  43. }
  44. public static void F2i_R(ShaderIrBlock block, long opCode, int position)
  45. {
  46. EmitF2I(block, opCode, ShaderOper.Rr);
  47. }
  48. public static void I2f_C(ShaderIrBlock block, long opCode, int position)
  49. {
  50. EmitI2F(block, opCode, ShaderOper.Cr);
  51. }
  52. public static void I2f_I(ShaderIrBlock block, long opCode, int position)
  53. {
  54. EmitI2F(block, opCode, ShaderOper.Imm);
  55. }
  56. public static void I2f_R(ShaderIrBlock block, long opCode, int position)
  57. {
  58. EmitI2F(block, opCode, ShaderOper.Rr);
  59. }
  60. public static void I2i_C(ShaderIrBlock block, long opCode, int position)
  61. {
  62. EmitI2I(block, opCode, ShaderOper.Cr);
  63. }
  64. public static void I2i_I(ShaderIrBlock block, long opCode, int position)
  65. {
  66. EmitI2I(block, opCode, ShaderOper.Imm);
  67. }
  68. public static void I2i_R(ShaderIrBlock block, long opCode, int position)
  69. {
  70. EmitI2I(block, opCode, ShaderOper.Rr);
  71. }
  72. public static void Isberd(ShaderIrBlock block, long opCode, int position)
  73. {
  74. //This instruction seems to be used to translate from an address to a vertex index in a GS
  75. //Stub it as such
  76. block.AddNode(new ShaderIrCmnt("Stubbed."));
  77. block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), opCode.Gpr8())));
  78. }
  79. public static void Mov_C(ShaderIrBlock block, long opCode, int position)
  80. {
  81. ShaderIrOperCbuf cbuf = opCode.Cbuf34();
  82. block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), cbuf)));
  83. }
  84. public static void Mov_I(ShaderIrBlock block, long opCode, int position)
  85. {
  86. ShaderIrOperImm imm = opCode.Imm19_20();
  87. block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), imm)));
  88. }
  89. public static void Mov_I32(ShaderIrBlock block, long opCode, int position)
  90. {
  91. ShaderIrOperImm imm = opCode.Imm32_20();
  92. block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), imm)));
  93. }
  94. public static void Mov_R(ShaderIrBlock block, long opCode, int position)
  95. {
  96. ShaderIrOperGpr gpr = opCode.Gpr20();
  97. block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), gpr)));
  98. }
  99. public static void Sel_C(ShaderIrBlock block, long opCode, int position)
  100. {
  101. EmitSel(block, opCode, ShaderOper.Cr);
  102. }
  103. public static void Sel_I(ShaderIrBlock block, long opCode, int position)
  104. {
  105. EmitSel(block, opCode, ShaderOper.Imm);
  106. }
  107. public static void Sel_R(ShaderIrBlock block, long opCode, int position)
  108. {
  109. EmitSel(block, opCode, ShaderOper.Rr);
  110. }
  111. public static void Mov_S(ShaderIrBlock block, long opCode, int position)
  112. {
  113. block.AddNode(new ShaderIrCmnt("Stubbed."));
  114. //Zero is used as a special number to get a valid "0 * 0 + VertexIndex" in a GS
  115. ShaderIrNode source = new ShaderIrOperImm(0);
  116. block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), source)));
  117. }
  118. private static void EmitF2F(ShaderIrBlock block, long opCode, ShaderOper oper)
  119. {
  120. bool negA = opCode.Read(45);
  121. bool absA = opCode.Read(49);
  122. ShaderIrNode operA;
  123. switch (oper)
  124. {
  125. case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
  126. case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
  127. case ShaderOper.Rr: operA = opCode.Gpr20(); break;
  128. default: throw new ArgumentException(nameof(oper));
  129. }
  130. operA = GetAluFabsFneg(operA, absA, negA);
  131. ShaderIrInst roundInst = GetRoundInst(opCode);
  132. if (roundInst != ShaderIrInst.Invalid)
  133. {
  134. operA = new ShaderIrOp(roundInst, operA);
  135. }
  136. block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operA)));
  137. }
  138. private static void EmitF2I(ShaderIrBlock block, long opCode, ShaderOper oper)
  139. {
  140. IntType type = GetIntType(opCode);
  141. if (type == IntType.U64 ||
  142. type == IntType.S64)
  143. {
  144. //TODO: 64-bits support.
  145. //Note: GLSL doesn't support 64-bits integers.
  146. throw new NotImplementedException();
  147. }
  148. bool negA = opCode.Read(45);
  149. bool absA = opCode.Read(49);
  150. ShaderIrNode operA;
  151. switch (oper)
  152. {
  153. case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
  154. case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
  155. case ShaderOper.Rr: operA = opCode.Gpr20(); break;
  156. default: throw new ArgumentException(nameof(oper));
  157. }
  158. operA = GetAluFabsFneg(operA, absA, negA);
  159. ShaderIrInst roundInst = GetRoundInst(opCode);
  160. if (roundInst != ShaderIrInst.Invalid)
  161. {
  162. operA = new ShaderIrOp(roundInst, operA);
  163. }
  164. bool signed = type >= IntType.S8;
  165. int size = 8 << ((int)type & 3);
  166. if (size < 32)
  167. {
  168. uint mask = uint.MaxValue >> (32 - size);
  169. float cMin = 0;
  170. float cMax = mask;
  171. if (signed)
  172. {
  173. uint halfMask = mask >> 1;
  174. cMin -= halfMask + 1;
  175. cMax = halfMask;
  176. }
  177. ShaderIrOperImmf min = new ShaderIrOperImmf(cMin);
  178. ShaderIrOperImmf max = new ShaderIrOperImmf(cMax);
  179. operA = new ShaderIrOp(ShaderIrInst.Fclamp, operA, min, max);
  180. }
  181. ShaderIrInst inst = signed
  182. ? ShaderIrInst.Ftos
  183. : ShaderIrInst.Ftou;
  184. ShaderIrNode op = new ShaderIrOp(inst, operA);
  185. block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
  186. }
  187. private static void EmitI2F(ShaderIrBlock block, long opCode, ShaderOper oper)
  188. {
  189. IntType type = GetIntType(opCode);
  190. if (type == IntType.U64 ||
  191. type == IntType.S64)
  192. {
  193. //TODO: 64-bits support.
  194. //Note: GLSL doesn't support 64-bits integers.
  195. throw new NotImplementedException();
  196. }
  197. int sel = opCode.Read(41, 3);
  198. bool negA = opCode.Read(45);
  199. bool absA = opCode.Read(49);
  200. ShaderIrNode operA;
  201. switch (oper)
  202. {
  203. case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
  204. case ShaderOper.Imm: operA = opCode.Imm19_20(); break;
  205. case ShaderOper.Rr: operA = opCode.Gpr20(); break;
  206. default: throw new ArgumentException(nameof(oper));
  207. }
  208. operA = GetAluIabsIneg(operA, absA, negA);
  209. bool signed = type >= IntType.S8;
  210. int shift = sel * 8;
  211. int size = 8 << ((int)type & 3);
  212. if (shift != 0)
  213. {
  214. operA = new ShaderIrOp(ShaderIrInst.Asr, operA, new ShaderIrOperImm(shift));
  215. }
  216. if (size < 32)
  217. {
  218. operA = ExtendTo32(operA, signed, size);
  219. }
  220. ShaderIrInst inst = signed
  221. ? ShaderIrInst.Stof
  222. : ShaderIrInst.Utof;
  223. ShaderIrNode op = new ShaderIrOp(inst, operA);
  224. block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
  225. }
  226. private static void EmitI2I(ShaderIrBlock block, long opCode, ShaderOper oper)
  227. {
  228. IntType type = GetIntType(opCode);
  229. if (type == IntType.U64 ||
  230. type == IntType.S64)
  231. {
  232. //TODO: 64-bits support.
  233. //Note: GLSL doesn't support 64-bits integers.
  234. throw new NotImplementedException();
  235. }
  236. int sel = opCode.Read(41, 3);
  237. bool negA = opCode.Read(45);
  238. bool absA = opCode.Read(49);
  239. bool satA = opCode.Read(50);
  240. ShaderIrNode operA;
  241. switch (oper)
  242. {
  243. case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
  244. case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
  245. case ShaderOper.Rr: operA = opCode.Gpr20(); break;
  246. default: throw new ArgumentException(nameof(oper));
  247. }
  248. operA = GetAluIabsIneg(operA, absA, negA);
  249. bool signed = type >= IntType.S8;
  250. int shift = sel * 8;
  251. int size = 8 << ((int)type & 3);
  252. if (shift != 0)
  253. {
  254. operA = new ShaderIrOp(ShaderIrInst.Asr, operA, new ShaderIrOperImm(shift));
  255. }
  256. if (size < 32)
  257. {
  258. uint mask = uint.MaxValue >> (32 - size);
  259. if (satA)
  260. {
  261. uint cMin = 0;
  262. uint cMax = mask;
  263. if (signed)
  264. {
  265. uint halfMask = mask >> 1;
  266. cMin -= halfMask + 1;
  267. cMax = halfMask;
  268. }
  269. ShaderIrOperImm min = new ShaderIrOperImm((int)cMin);
  270. ShaderIrOperImm max = new ShaderIrOperImm((int)cMax);
  271. operA = new ShaderIrOp(signed
  272. ? ShaderIrInst.Clamps
  273. : ShaderIrInst.Clampu, operA, min, max);
  274. }
  275. else
  276. {
  277. operA = ExtendTo32(operA, signed, size);
  278. }
  279. }
  280. block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operA)));
  281. }
  282. private static void EmitSel(ShaderIrBlock block, long opCode, ShaderOper oper)
  283. {
  284. ShaderIrOperGpr dst = opCode.Gpr0();
  285. ShaderIrNode pred = opCode.Pred39N();
  286. ShaderIrNode resultA = opCode.Gpr8();
  287. ShaderIrNode resultB;
  288. switch (oper)
  289. {
  290. case ShaderOper.Cr: resultB = opCode.Cbuf34(); break;
  291. case ShaderOper.Imm: resultB = opCode.Imm19_20(); break;
  292. case ShaderOper.Rr: resultB = opCode.Gpr20(); break;
  293. default: throw new ArgumentException(nameof(oper));
  294. }
  295. block.AddNode(opCode.PredNode(new ShaderIrCond(pred, new ShaderIrAsg(dst, resultA), false)));
  296. block.AddNode(opCode.PredNode(new ShaderIrCond(pred, new ShaderIrAsg(dst, resultB), true)));
  297. }
  298. private static IntType GetIntType(long opCode)
  299. {
  300. bool signed = opCode.Read(13);
  301. IntType type = (IntType)(opCode.Read(10, 3));
  302. if (signed)
  303. {
  304. type += (int)IntType.S8;
  305. }
  306. return type;
  307. }
  308. private static FloatType GetFloatType(long opCode)
  309. {
  310. return (FloatType)(opCode.Read(8, 3));
  311. }
  312. private static ShaderIrInst GetRoundInst(long opCode)
  313. {
  314. switch (opCode.Read(39, 3))
  315. {
  316. case 1: return ShaderIrInst.Floor;
  317. case 2: return ShaderIrInst.Ceil;
  318. case 3: return ShaderIrInst.Trunc;
  319. }
  320. return ShaderIrInst.Invalid;
  321. }
  322. }
  323. }