ShaderDecodeAlu.cs 26 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. public static void Bfe_C(ShaderIrBlock Block, long OpCode)
  8. {
  9. EmitBfe(Block, OpCode, ShaderOper.CR);
  10. }
  11. public static void Bfe_I(ShaderIrBlock Block, long OpCode)
  12. {
  13. EmitBfe(Block, OpCode, ShaderOper.Imm);
  14. }
  15. public static void Bfe_R(ShaderIrBlock Block, long OpCode)
  16. {
  17. EmitBfe(Block, OpCode, ShaderOper.RR);
  18. }
  19. public static void Fadd_C(ShaderIrBlock Block, long OpCode)
  20. {
  21. EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fadd);
  22. }
  23. public static void Fadd_I(ShaderIrBlock Block, long OpCode)
  24. {
  25. EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fadd);
  26. }
  27. public static void Fadd_R(ShaderIrBlock Block, long OpCode)
  28. {
  29. EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fadd);
  30. }
  31. public static void Ffma_CR(ShaderIrBlock Block, long OpCode)
  32. {
  33. EmitFfma(Block, OpCode, ShaderOper.CR);
  34. }
  35. public static void Ffma_I(ShaderIrBlock Block, long OpCode)
  36. {
  37. EmitFfma(Block, OpCode, ShaderOper.Immf);
  38. }
  39. public static void Ffma_RC(ShaderIrBlock Block, long OpCode)
  40. {
  41. EmitFfma(Block, OpCode, ShaderOper.RC);
  42. }
  43. public static void Ffma_RR(ShaderIrBlock Block, long OpCode)
  44. {
  45. EmitFfma(Block, OpCode, ShaderOper.RR);
  46. }
  47. public static void Fmnmx_C(ShaderIrBlock Block, long OpCode)
  48. {
  49. EmitFmnmx(Block, OpCode, ShaderOper.CR);
  50. }
  51. public static void Fmnmx_I(ShaderIrBlock Block, long OpCode)
  52. {
  53. EmitFmnmx(Block, OpCode, ShaderOper.Immf);
  54. }
  55. public static void Fmnmx_R(ShaderIrBlock Block, long OpCode)
  56. {
  57. EmitFmnmx(Block, OpCode, ShaderOper.RR);
  58. }
  59. public static void Fmul_I32(ShaderIrBlock Block, long OpCode)
  60. {
  61. ShaderIrNode OperA = GetOperGpr8 (OpCode);
  62. ShaderIrNode OperB = GetOperImmf32_20(OpCode);
  63. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
  64. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  65. }
  66. public static void Fmul_C(ShaderIrBlock Block, long OpCode)
  67. {
  68. EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fmul);
  69. }
  70. public static void Fmul_I(ShaderIrBlock Block, long OpCode)
  71. {
  72. EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fmul);
  73. }
  74. public static void Fmul_R(ShaderIrBlock Block, long OpCode)
  75. {
  76. EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fmul);
  77. }
  78. public static void Fset_C(ShaderIrBlock Block, long OpCode)
  79. {
  80. EmitFset(Block, OpCode, ShaderOper.CR);
  81. }
  82. public static void Fset_I(ShaderIrBlock Block, long OpCode)
  83. {
  84. EmitFset(Block, OpCode, ShaderOper.Immf);
  85. }
  86. public static void Fset_R(ShaderIrBlock Block, long OpCode)
  87. {
  88. EmitFset(Block, OpCode, ShaderOper.RR);
  89. }
  90. public static void Fsetp_C(ShaderIrBlock Block, long OpCode)
  91. {
  92. EmitFsetp(Block, OpCode, ShaderOper.CR);
  93. }
  94. public static void Fsetp_I(ShaderIrBlock Block, long OpCode)
  95. {
  96. EmitFsetp(Block, OpCode, ShaderOper.Immf);
  97. }
  98. public static void Fsetp_R(ShaderIrBlock Block, long OpCode)
  99. {
  100. EmitFsetp(Block, OpCode, ShaderOper.RR);
  101. }
  102. public static void Imnmx_C(ShaderIrBlock Block, long OpCode)
  103. {
  104. EmitImnmx(Block, OpCode, ShaderOper.CR);
  105. }
  106. public static void Imnmx_I(ShaderIrBlock Block, long OpCode)
  107. {
  108. EmitImnmx(Block, OpCode, ShaderOper.Imm);
  109. }
  110. public static void Imnmx_R(ShaderIrBlock Block, long OpCode)
  111. {
  112. EmitImnmx(Block, OpCode, ShaderOper.RR);
  113. }
  114. public static void Ipa(ShaderIrBlock Block, long OpCode)
  115. {
  116. ShaderIrNode OperA = GetOperAbuf28(OpCode);
  117. ShaderIrNode OperB = GetOperGpr20 (OpCode);
  118. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ipa, OperA, OperB);
  119. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  120. }
  121. public static void Iscadd_C(ShaderIrBlock Block, long OpCode)
  122. {
  123. EmitIscadd(Block, OpCode, ShaderOper.CR);
  124. }
  125. public static void Iscadd_I(ShaderIrBlock Block, long OpCode)
  126. {
  127. EmitIscadd(Block, OpCode, ShaderOper.Imm);
  128. }
  129. public static void Iscadd_R(ShaderIrBlock Block, long OpCode)
  130. {
  131. EmitIscadd(Block, OpCode, ShaderOper.RR);
  132. }
  133. public static void Isetp_C(ShaderIrBlock Block, long OpCode)
  134. {
  135. EmitIsetp(Block, OpCode, ShaderOper.CR);
  136. }
  137. public static void Isetp_I(ShaderIrBlock Block, long OpCode)
  138. {
  139. EmitIsetp(Block, OpCode, ShaderOper.Imm);
  140. }
  141. public static void Isetp_R(ShaderIrBlock Block, long OpCode)
  142. {
  143. EmitIsetp(Block, OpCode, ShaderOper.RR);
  144. }
  145. public static void Lop_I32(ShaderIrBlock Block, long OpCode)
  146. {
  147. int SubOp = (int)(OpCode >> 53) & 3;
  148. bool InvA = ((OpCode >> 55) & 1) != 0;
  149. bool InvB = ((OpCode >> 56) & 1) != 0;
  150. ShaderIrInst Inst = 0;
  151. switch (SubOp)
  152. {
  153. case 0: Inst = ShaderIrInst.And; break;
  154. case 1: Inst = ShaderIrInst.Or; break;
  155. case 2: Inst = ShaderIrInst.Xor; break;
  156. }
  157. ShaderIrNode OperA = GetAluNot(GetOperGpr8(OpCode), InvA);
  158. //SubOp == 3 is pass, used by the not instruction
  159. //which just moves the inverted register value.
  160. if (SubOp < 3)
  161. {
  162. ShaderIrNode OperB = GetAluNot(GetOperImm32_20(OpCode), InvB);
  163. ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB);
  164. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  165. }
  166. else
  167. {
  168. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
  169. }
  170. }
  171. public static void Mufu(ShaderIrBlock Block, long OpCode)
  172. {
  173. int SubOp = (int)(OpCode >> 20) & 7;
  174. bool AbsA = ((OpCode >> 46) & 1) != 0;
  175. bool NegA = ((OpCode >> 48) & 1) != 0;
  176. ShaderIrInst Inst = 0;
  177. switch (SubOp)
  178. {
  179. case 0: Inst = ShaderIrInst.Fcos; break;
  180. case 1: Inst = ShaderIrInst.Fsin; break;
  181. case 2: Inst = ShaderIrInst.Fex2; break;
  182. case 3: Inst = ShaderIrInst.Flg2; break;
  183. case 4: Inst = ShaderIrInst.Frcp; break;
  184. case 5: Inst = ShaderIrInst.Frsq; break;
  185. default: throw new NotImplementedException(SubOp.ToString());
  186. }
  187. ShaderIrNode OperA = GetOperGpr8(OpCode);
  188. ShaderIrOp Op = new ShaderIrOp(Inst, GetAluFabsFneg(OperA, AbsA, NegA));
  189. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  190. }
  191. public static void Shl_C(ShaderIrBlock Block, long OpCode)
  192. {
  193. EmitAluBinary(Block, OpCode, ShaderOper.CR, ShaderIrInst.Lsl);
  194. }
  195. public static void Shl_I(ShaderIrBlock Block, long OpCode)
  196. {
  197. EmitAluBinary(Block, OpCode, ShaderOper.Imm, ShaderIrInst.Lsl);
  198. }
  199. public static void Shl_R(ShaderIrBlock Block, long OpCode)
  200. {
  201. EmitAluBinary(Block, OpCode, ShaderOper.RR, ShaderIrInst.Lsl);
  202. }
  203. public static void Shr_C(ShaderIrBlock Block, long OpCode)
  204. {
  205. EmitAluBinary(Block, OpCode, ShaderOper.CR, GetShrInst(OpCode));
  206. }
  207. public static void Shr_I(ShaderIrBlock Block, long OpCode)
  208. {
  209. EmitAluBinary(Block, OpCode, ShaderOper.Imm, GetShrInst(OpCode));
  210. }
  211. public static void Shr_R(ShaderIrBlock Block, long OpCode)
  212. {
  213. EmitAluBinary(Block, OpCode, ShaderOper.RR, GetShrInst(OpCode));
  214. }
  215. private static ShaderIrInst GetShrInst(long OpCode)
  216. {
  217. bool Signed = ((OpCode >> 48) & 1) != 0;
  218. return Signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
  219. }
  220. public static void Xmad_CR(ShaderIrBlock Block, long OpCode)
  221. {
  222. EmitXmad(Block, OpCode, ShaderOper.CR);
  223. }
  224. public static void Xmad_I(ShaderIrBlock Block, long OpCode)
  225. {
  226. EmitXmad(Block, OpCode, ShaderOper.Imm);
  227. }
  228. public static void Xmad_RC(ShaderIrBlock Block, long OpCode)
  229. {
  230. EmitXmad(Block, OpCode, ShaderOper.RC);
  231. }
  232. public static void Xmad_RR(ShaderIrBlock Block, long OpCode)
  233. {
  234. EmitXmad(Block, OpCode, ShaderOper.RR);
  235. }
  236. private static void EmitAluBinary(
  237. ShaderIrBlock Block,
  238. long OpCode,
  239. ShaderOper Oper,
  240. ShaderIrInst Inst)
  241. {
  242. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  243. switch (Oper)
  244. {
  245. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  246. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  247. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  248. default: throw new ArgumentException(nameof(Oper));
  249. }
  250. ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
  251. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  252. }
  253. private static void EmitAluBinaryF(
  254. ShaderIrBlock Block,
  255. long OpCode,
  256. ShaderOper Oper,
  257. ShaderIrInst Inst)
  258. {
  259. bool NegB = ((OpCode >> 45) & 1) != 0;
  260. bool AbsA = ((OpCode >> 46) & 1) != 0;
  261. bool NegA = ((OpCode >> 48) & 1) != 0;
  262. bool AbsB = ((OpCode >> 49) & 1) != 0;
  263. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  264. if (Inst == ShaderIrInst.Fadd)
  265. {
  266. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  267. }
  268. switch (Oper)
  269. {
  270. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  271. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  272. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  273. default: throw new ArgumentException(nameof(Oper));
  274. }
  275. OperB = GetAluFabsFneg(OperB, AbsB, NegB);
  276. ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
  277. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  278. }
  279. private static void EmitBfe(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  280. {
  281. //TODO: Handle the case where position + length
  282. //is greater than the word size, in this case the sign bit
  283. //needs to be replicated to fill the remaining space.
  284. bool NegB = ((OpCode >> 48) & 1) != 0;
  285. bool NegA = ((OpCode >> 49) & 1) != 0;
  286. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  287. switch (Oper)
  288. {
  289. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  290. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  291. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  292. default: throw new ArgumentException(nameof(Oper));
  293. }
  294. ShaderIrNode Op;
  295. bool Signed = ((OpCode >> 48) & 1) != 0; //?
  296. if (OperB is ShaderIrOperImm PosLen)
  297. {
  298. int Position = (PosLen.Value >> 0) & 0xff;
  299. int Length = (PosLen.Value >> 8) & 0xff;
  300. int LSh = 32 - (Position + Length);
  301. ShaderIrInst RightShift = Signed
  302. ? ShaderIrInst.Asr
  303. : ShaderIrInst.Lsr;
  304. Op = new ShaderIrOp(ShaderIrInst.Lsl, OperA, new ShaderIrOperImm(LSh));
  305. Op = new ShaderIrOp(RightShift, Op, new ShaderIrOperImm(LSh + Position));
  306. }
  307. else
  308. {
  309. ShaderIrOperImm Shift = new ShaderIrOperImm(8);
  310. ShaderIrOperImm Mask = new ShaderIrOperImm(0xff);
  311. ShaderIrNode OpPos, OpLen;
  312. OpPos = new ShaderIrOp(ShaderIrInst.And, OperB, Mask);
  313. OpLen = new ShaderIrOp(ShaderIrInst.Lsr, OperB, Shift);
  314. OpLen = new ShaderIrOp(ShaderIrInst.And, OpLen, Mask);
  315. Op = new ShaderIrOp(ShaderIrInst.Lsr, OperA, OpPos);
  316. Op = ExtendTo32(Op, Signed, OpLen);
  317. }
  318. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  319. }
  320. private static void EmitFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  321. {
  322. bool NegB = ((OpCode >> 48) & 1) != 0;
  323. bool NegC = ((OpCode >> 49) & 1) != 0;
  324. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC;
  325. switch (Oper)
  326. {
  327. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  328. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  329. case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break;
  330. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  331. default: throw new ArgumentException(nameof(Oper));
  332. }
  333. OperB = GetAluFneg(OperB, NegB);
  334. if (Oper == ShaderOper.RC)
  335. {
  336. OperC = GetAluFneg(GetOperCbuf34(OpCode), NegC);
  337. }
  338. else
  339. {
  340. OperC = GetAluFneg(GetOperGpr39(OpCode), NegC);
  341. }
  342. ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC);
  343. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  344. }
  345. private static void EmitFmnmx(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  346. {
  347. EmitMnmx(Block, OpCode, true, Oper);
  348. }
  349. private static void EmitImnmx(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  350. {
  351. EmitMnmx(Block, OpCode, false, Oper);
  352. }
  353. private static void EmitMnmx(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  354. {
  355. bool NegB = ((OpCode >> 45) & 1) != 0;
  356. bool AbsA = ((OpCode >> 46) & 1) != 0;
  357. bool NegA = ((OpCode >> 48) & 1) != 0;
  358. bool AbsB = ((OpCode >> 49) & 1) != 0;
  359. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  360. if (IsFloat)
  361. {
  362. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  363. }
  364. else
  365. {
  366. OperA = GetAluIabsIneg(OperA, AbsA, NegA);
  367. }
  368. switch (Oper)
  369. {
  370. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  371. case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
  372. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  373. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  374. default: throw new ArgumentException(nameof(Oper));
  375. }
  376. if (IsFloat)
  377. {
  378. OperB = GetAluFabsFneg(OperB, AbsB, NegB);
  379. }
  380. else
  381. {
  382. OperB = GetAluIabsIneg(OperB, AbsB, NegB);
  383. }
  384. ShaderIrOperPred Pred = GetOperPred39(OpCode);
  385. ShaderIrOp Op;
  386. ShaderIrInst MaxInst = IsFloat ? ShaderIrInst.Fmax : ShaderIrInst.Max;
  387. ShaderIrInst MinInst = IsFloat ? ShaderIrInst.Fmin : ShaderIrInst.Min;
  388. if (Pred.IsConst)
  389. {
  390. bool IsMax = ((OpCode >> 42) & 1) != 0;
  391. Op = new ShaderIrOp(IsMax
  392. ? MaxInst
  393. : MinInst, OperA, OperB);
  394. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
  395. }
  396. else
  397. {
  398. ShaderIrNode PredN = GetOperPred39N(OpCode);
  399. ShaderIrOp OpMax = new ShaderIrOp(MaxInst, OperA, OperB);
  400. ShaderIrOp OpMin = new ShaderIrOp(MinInst, OperA, OperB);
  401. ShaderIrAsg AsgMax = new ShaderIrAsg(GetOperGpr0(OpCode), OpMax);
  402. ShaderIrAsg AsgMin = new ShaderIrAsg(GetOperGpr0(OpCode), OpMin);
  403. Block.AddNode(GetPredNode(new ShaderIrCond(PredN, AsgMax, Not: true), OpCode));
  404. Block.AddNode(GetPredNode(new ShaderIrCond(PredN, AsgMin, Not: false), OpCode));
  405. }
  406. }
  407. private static void EmitIscadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  408. {
  409. bool NegB = ((OpCode >> 48) & 1) != 0;
  410. bool NegA = ((OpCode >> 49) & 1) != 0;
  411. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  412. ShaderIrOperImm Scale = GetOperImm5_39(OpCode);
  413. switch (Oper)
  414. {
  415. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  416. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  417. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  418. default: throw new ArgumentException(nameof(Oper));
  419. }
  420. OperA = GetAluIneg(OperA, NegA);
  421. OperB = GetAluIneg(OperB, NegB);
  422. ShaderIrOp ScaleOp = new ShaderIrOp(ShaderIrInst.Lsl, OperA, Scale);
  423. ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, OperB, ScaleOp);
  424. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
  425. }
  426. private static void EmitFset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  427. {
  428. EmitSet(Block, OpCode, true, Oper);
  429. }
  430. private static void EmitIset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  431. {
  432. EmitSet(Block, OpCode, false, Oper);
  433. }
  434. private static void EmitSet(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  435. {
  436. bool NegA = ((OpCode >> 43) & 1) != 0;
  437. bool AbsB = ((OpCode >> 44) & 1) != 0;
  438. bool BoolFloat = ((OpCode >> 52) & 1) != 0;
  439. bool NegB = ((OpCode >> 53) & 1) != 0;
  440. bool AbsA = ((OpCode >> 54) & 1) != 0;
  441. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  442. switch (Oper)
  443. {
  444. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  445. case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
  446. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  447. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  448. default: throw new ArgumentException(nameof(Oper));
  449. }
  450. ShaderIrInst CmpInst;
  451. if (IsFloat)
  452. {
  453. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  454. OperB = GetAluFabsFneg(OperB, AbsB, NegB);
  455. CmpInst = GetCmpF(OpCode);
  456. }
  457. else
  458. {
  459. CmpInst = GetCmp(OpCode);
  460. }
  461. ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
  462. ShaderIrInst LopInst = GetBLop(OpCode);
  463. ShaderIrOperPred PNode = GetOperPred39(OpCode);
  464. ShaderIrNode Imm0, Imm1;
  465. if (BoolFloat)
  466. {
  467. Imm0 = new ShaderIrOperImmf(0);
  468. Imm1 = new ShaderIrOperImmf(1);
  469. }
  470. else
  471. {
  472. Imm0 = new ShaderIrOperImm(0);
  473. Imm1 = new ShaderIrOperImm(-1);
  474. }
  475. ShaderIrNode Asg0 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm0);
  476. ShaderIrNode Asg1 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm1);
  477. if (LopInst != ShaderIrInst.Band || !PNode.IsConst)
  478. {
  479. ShaderIrOp Op2 = new ShaderIrOp(LopInst, Op, PNode);
  480. Asg0 = new ShaderIrCond(Op2, Asg0, Not: true);
  481. Asg1 = new ShaderIrCond(Op2, Asg1, Not: false);
  482. }
  483. else
  484. {
  485. Asg0 = new ShaderIrCond(Op, Asg0, Not: true);
  486. Asg1 = new ShaderIrCond(Op, Asg1, Not: false);
  487. }
  488. Block.AddNode(GetPredNode(Asg0, OpCode));
  489. Block.AddNode(GetPredNode(Asg1, OpCode));
  490. }
  491. private static void EmitFsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  492. {
  493. EmitSetp(Block, OpCode, true, Oper);
  494. }
  495. private static void EmitIsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  496. {
  497. EmitSetp(Block, OpCode, false, Oper);
  498. }
  499. private static void EmitSetp(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
  500. {
  501. bool AbsA = ((OpCode >> 7) & 1) != 0;
  502. bool NegP = ((OpCode >> 42) & 1) != 0;
  503. bool NegA = ((OpCode >> 43) & 1) != 0;
  504. bool AbsB = ((OpCode >> 44) & 1) != 0;
  505. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
  506. switch (Oper)
  507. {
  508. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  509. case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
  510. case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
  511. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  512. default: throw new ArgumentException(nameof(Oper));
  513. }
  514. ShaderIrInst CmpInst;
  515. if (IsFloat)
  516. {
  517. OperA = GetAluFabsFneg(OperA, AbsA, NegA);
  518. OperB = GetAluFabs (OperB, AbsB);
  519. CmpInst = GetCmpF(OpCode);
  520. }
  521. else
  522. {
  523. CmpInst = GetCmp(OpCode);
  524. }
  525. ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
  526. ShaderIrOperPred P0Node = GetOperPred3 (OpCode);
  527. ShaderIrOperPred P1Node = GetOperPred0 (OpCode);
  528. ShaderIrOperPred P2Node = GetOperPred39(OpCode);
  529. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  530. ShaderIrInst LopInst = GetBLop(OpCode);
  531. if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
  532. {
  533. return;
  534. }
  535. ShaderIrNode P2NNode = P2Node;
  536. if (NegP)
  537. {
  538. P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode);
  539. }
  540. Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node);
  541. Op = new ShaderIrOp(LopInst, Op, P2NNode);
  542. Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode));
  543. Op = new ShaderIrOp(LopInst, P0Node, P2NNode);
  544. Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
  545. }
  546. private static void EmitXmad(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
  547. {
  548. //TODO: Confirm SignAB/C, it is just a guess.
  549. //TODO: Implement Mode 3 (CSFU), what it does?
  550. bool SignAB = ((OpCode >> 48) & 1) != 0;
  551. bool SignC = ((OpCode >> 49) & 1) != 0;
  552. bool HighB = ((OpCode >> 52) & 1) != 0;
  553. bool HighA = ((OpCode >> 53) & 1) != 0;
  554. int Mode = (int)(OpCode >> 50) & 7;
  555. ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC;
  556. ShaderIrOperImm Imm16 = new ShaderIrOperImm(16);
  557. ShaderIrOperImm ImmMsk = new ShaderIrOperImm(0xffff);
  558. ShaderIrInst ShiftAB = SignAB ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
  559. ShaderIrInst ShiftC = SignC ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
  560. if (HighA)
  561. {
  562. OperA = new ShaderIrOp(ShiftAB, OperA, Imm16);
  563. }
  564. switch (Oper)
  565. {
  566. case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
  567. case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
  568. case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break;
  569. case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
  570. default: throw new ArgumentException(nameof(Oper));
  571. }
  572. bool ProductShiftLeft = false, Merge = false;
  573. if (Oper == ShaderOper.RC)
  574. {
  575. OperC = GetOperCbuf34(OpCode);
  576. }
  577. else
  578. {
  579. OperC = GetOperGpr39(OpCode);
  580. ProductShiftLeft = ((OpCode >> 36) & 1) != 0;
  581. Merge = ((OpCode >> 37) & 1) != 0;
  582. }
  583. switch (Mode)
  584. {
  585. //CLO.
  586. case 1: OperC = ExtendTo32(OperC, SignC, 16); break;
  587. //CHI.
  588. case 2: OperC = new ShaderIrOp(ShiftC, OperC, Imm16); break;
  589. }
  590. ShaderIrNode OperBH = OperB;
  591. if (HighB)
  592. {
  593. OperBH = new ShaderIrOp(ShiftAB, OperBH, Imm16);
  594. }
  595. ShaderIrOp MulOp = new ShaderIrOp(ShaderIrInst.Mul, OperA, OperBH);
  596. if (ProductShiftLeft)
  597. {
  598. MulOp = new ShaderIrOp(ShaderIrInst.Lsl, MulOp, Imm16);
  599. }
  600. ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, MulOp, OperC);
  601. if (Merge)
  602. {
  603. AddOp = new ShaderIrOp(ShaderIrInst.And, AddOp, ImmMsk);
  604. OperB = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
  605. AddOp = new ShaderIrOp(ShaderIrInst.Or, AddOp, OperB);
  606. }
  607. if (Mode == 4)
  608. {
  609. OperB = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
  610. AddOp = new ShaderIrOp(ShaderIrInst.Or, AddOp, OperB);
  611. }
  612. Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
  613. }
  614. }
  615. }