Ryujinx/Ryujinx.Graphics/Gal/Shader/ShaderDecodeOpCode.cs
ReinUsesLisp ce1d5be212 Move GPU emulation from Ryujinx.HLE to Ryujinx.Graphics and misc changes (#402)
* Move GPU LLE emulation from HLE to Graphics

* Graphics: Move Gal/Texture to Texture

* Remove Engines/ directory and namespace

* Use tables for image formats

* Abstract OpCode decoding

* Simplify image table

* Do not leak Read* symbols in TextureReader

* Fixups

* Rename IGalFrameBuffer -> IGalRenderTarget

* Remove MaxBpp hardcoded value

* Change yet again texture data and add G8R8 flipping

* Rename GalFrameBufferFormat to GalSurfaceFormat

* Unident EnsureSetup in ImageHandler

* Add IsCompressed

* Address some feedback
2018-09-08 14:51:50 -03:00

260 lines
7.3 KiB
C#

using System;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
private static int Read(this long OpCode, int Position, int Mask)
{
return (int)(OpCode >> Position) & Mask;
}
private static bool Read(this long OpCode, int Position)
{
return ((OpCode >> Position) & 1) != 0;
}
private static int Branch(this long OpCode)
{
return ((int)(OpCode >> 20) << 8) >> 8;
}
private static ShaderIrOperAbuf[] Abuf20(this long OpCode)
{
int Abuf = OpCode.Read(20, 0x3ff);
int Size = OpCode.Read(47, 3);
ShaderIrOperGpr Vertex = OpCode.Gpr39();
ShaderIrOperAbuf[] Opers = new ShaderIrOperAbuf[Size + 1];
for (int Index = 0; Index <= Size; Index++)
{
Opers[Index] = new ShaderIrOperAbuf(Abuf + Index * 4, Vertex);
}
return Opers;
}
private static ShaderIrOperAbuf Abuf28(this long OpCode)
{
int Abuf = OpCode.Read(28, 0x3ff);
return new ShaderIrOperAbuf(Abuf, OpCode.Gpr39());
}
private static ShaderIrOperCbuf Cbuf34(this long OpCode)
{
return new ShaderIrOperCbuf(
OpCode.Read(34, 0x1f),
OpCode.Read(20, 0x3fff));
}
private static ShaderIrOperGpr Gpr8(this long OpCode)
{
return new ShaderIrOperGpr(OpCode.Read(8, 0xff));
}
private static ShaderIrOperGpr Gpr20(this long OpCode)
{
return new ShaderIrOperGpr(OpCode.Read(20, 0xff));
}
private static ShaderIrOperGpr Gpr39(this long OpCode)
{
return new ShaderIrOperGpr(OpCode.Read(39, 0xff));
}
private static ShaderIrOperGpr Gpr0(this long OpCode)
{
return new ShaderIrOperGpr(OpCode.Read(0, 0xff));
}
private static ShaderIrOperGpr Gpr28(this long OpCode)
{
return new ShaderIrOperGpr(OpCode.Read(28, 0xff));
}
private static ShaderIrOperImm Imm5_39(this long OpCode)
{
return new ShaderIrOperImm(OpCode.Read(39, 0x1f));
}
private static ShaderIrOperImm Imm13_36(this long OpCode)
{
return new ShaderIrOperImm(OpCode.Read(36, 0x1fff));
}
private static ShaderIrOperImm Imm32_20(this long OpCode)
{
return new ShaderIrOperImm((int)(OpCode >> 20));
}
private static ShaderIrOperImmf Immf32_20(this long OpCode)
{
return new ShaderIrOperImmf(BitConverter.Int32BitsToSingle((int)(OpCode >> 20)));
}
private static ShaderIrOperImm Imm19_20(this long OpCode)
{
int Value = OpCode.Read(20, 0x7ffff);
bool Neg = OpCode.Read(56);
if (Neg)
{
Value = -Value;
}
return new ShaderIrOperImm(Value);
}
private static ShaderIrOperImmf Immf19_20(this long OpCode)
{
uint Imm = (uint)(OpCode >> 20) & 0x7ffff;
bool Neg = OpCode.Read(56);
Imm <<= 12;
if (Neg)
{
Imm |= 0x80000000;
}
float Value = BitConverter.Int32BitsToSingle((int)Imm);
return new ShaderIrOperImmf(Value);
}
private static ShaderIrOperPred Pred0(this long OpCode)
{
return new ShaderIrOperPred(OpCode.Read(0, 7));
}
private static ShaderIrOperPred Pred3(this long OpCode)
{
return new ShaderIrOperPred(OpCode.Read(3, 7));
}
private static ShaderIrOperPred Pred12(this long OpCode)
{
return new ShaderIrOperPred(OpCode.Read(12, 7));
}
private static ShaderIrOperPred Pred29(this long OpCode)
{
return new ShaderIrOperPred(OpCode.Read(29, 7));
}
private static ShaderIrNode Pred39N(this long OpCode)
{
ShaderIrNode Node = OpCode.Pred39();
if (OpCode.Read(42))
{
Node = new ShaderIrOp(ShaderIrInst.Bnot, Node);
}
return Node;
}
private static ShaderIrOperPred Pred39(this long OpCode)
{
return new ShaderIrOperPred(OpCode.Read(39, 7));
}
private static ShaderIrOperPred Pred48(this long OpCode)
{
return new ShaderIrOperPred(OpCode.Read(48, 7));
}
private static ShaderIrInst Cmp(this long OpCode)
{
switch (OpCode.Read(49, 7))
{
case 1: return ShaderIrInst.Clt;
case 2: return ShaderIrInst.Ceq;
case 3: return ShaderIrInst.Cle;
case 4: return ShaderIrInst.Cgt;
case 5: return ShaderIrInst.Cne;
case 6: return ShaderIrInst.Cge;
}
throw new ArgumentException(nameof(OpCode));
}
private static ShaderIrInst CmpF(this long OpCode)
{
switch (OpCode.Read(48, 0xf))
{
case 0x1: return ShaderIrInst.Fclt;
case 0x2: return ShaderIrInst.Fceq;
case 0x3: return ShaderIrInst.Fcle;
case 0x4: return ShaderIrInst.Fcgt;
case 0x5: return ShaderIrInst.Fcne;
case 0x6: return ShaderIrInst.Fcge;
case 0x7: return ShaderIrInst.Fcnum;
case 0x8: return ShaderIrInst.Fcnan;
case 0x9: return ShaderIrInst.Fcltu;
case 0xa: return ShaderIrInst.Fcequ;
case 0xb: return ShaderIrInst.Fcleu;
case 0xc: return ShaderIrInst.Fcgtu;
case 0xd: return ShaderIrInst.Fcneu;
case 0xe: return ShaderIrInst.Fcgeu;
}
throw new ArgumentException(nameof(OpCode));
}
private static ShaderIrInst BLop45(this long OpCode)
{
switch (OpCode.Read(45, 3))
{
case 0: return ShaderIrInst.Band;
case 1: return ShaderIrInst.Bor;
case 2: return ShaderIrInst.Bxor;
}
throw new ArgumentException(nameof(OpCode));
}
private static ShaderIrInst BLop24(this long OpCode)
{
switch (OpCode.Read(24, 3))
{
case 0: return ShaderIrInst.Band;
case 1: return ShaderIrInst.Bor;
case 2: return ShaderIrInst.Bxor;
}
throw new ArgumentException(nameof(OpCode));
}
private static ShaderIrNode PredNode(this long OpCode, ShaderIrNode Node)
{
ShaderIrOperPred Pred = OpCode.PredNode();
if (Pred.Index != ShaderIrOperPred.UnusedIndex)
{
bool Inv = OpCode.Read(19);
Node = new ShaderIrCond(Pred, Node, Inv);
}
return Node;
}
private static ShaderIrOperPred PredNode(this long OpCode)
{
int Pred = OpCode.Read(16, 0xf);
if (Pred != 0xf)
{
Pred &= 7;
}
return new ShaderIrOperPred(Pred);
}
}
}