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authorgdkchan <gab.dark.100@gmail.com>2019-04-17 20:57:08 -0300
committerjduncanator <1518948+jduncanator@users.noreply.github.com>2019-04-18 09:57:08 +1000
commit6b23a2c125b9c48b5ebea92716004ef68698bb0f (patch)
tree69332df6fbbd8e2bddc522ba682fcc5c7a69e101 /Ryujinx.Graphics/Shader/Decoders/OpCodeTextureScalar.cs
parentb2e88b04a85b41cc60af3485d88c90429e84a218 (diff)
New shader translator implementation (#654)
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
Diffstat (limited to 'Ryujinx.Graphics/Shader/Decoders/OpCodeTextureScalar.cs')
-rw-r--r--Ryujinx.Graphics/Shader/Decoders/OpCodeTextureScalar.cs61
1 files changed, 61 insertions, 0 deletions
diff --git a/Ryujinx.Graphics/Shader/Decoders/OpCodeTextureScalar.cs b/Ryujinx.Graphics/Shader/Decoders/OpCodeTextureScalar.cs
new file mode 100644
index 00000000..4389f453
--- /dev/null
+++ b/Ryujinx.Graphics/Shader/Decoders/OpCodeTextureScalar.cs
@@ -0,0 +1,61 @@
+using Ryujinx.Graphics.Shader.Instructions;
+
+namespace Ryujinx.Graphics.Shader.Decoders
+{
+ class OpCodeTextureScalar : OpCode
+ {
+#region "Component mask LUT"
+ private const int ____ = 0x0;
+ private const int R___ = 0x1;
+ private const int _G__ = 0x2;
+ private const int RG__ = 0x3;
+ private const int __B_ = 0x4;
+ private const int RGB_ = 0x7;
+ private const int ___A = 0x8;
+ private const int R__A = 0x9;
+ private const int _G_A = 0xa;
+ private const int RG_A = 0xb;
+ private const int __BA = 0xc;
+ private const int R_BA = 0xd;
+ private const int _GBA = 0xe;
+ private const int RGBA = 0xf;
+
+ private static int[,] _maskLut = new int[,]
+ {
+ { R___, _G__, __B_, ___A, RG__, R__A, _G_A, __BA },
+ { RGB_, RG_A, R_BA, _GBA, RGBA, ____, ____, ____ }
+ };
+#endregion
+
+ public Register Rd0 { get; }
+ public Register Ra { get; }
+ public Register Rb { get; }
+ public Register Rd1 { get; }
+
+ public int Immediate { get; }
+
+ public int ComponentMask { get; }
+
+ protected int RawType;
+
+ public bool IsFp16 { get; }
+
+ public OpCodeTextureScalar(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
+ {
+ Rd0 = new Register(opCode.Extract(0, 8), RegisterType.Gpr);
+ Ra = new Register(opCode.Extract(8, 8), RegisterType.Gpr);
+ Rb = new Register(opCode.Extract(20, 8), RegisterType.Gpr);
+ Rd1 = new Register(opCode.Extract(28, 8), RegisterType.Gpr);
+
+ Immediate = opCode.Extract(36, 13);
+
+ int compSel = opCode.Extract(50, 3);
+
+ RawType = opCode.Extract(53, 4);
+
+ IsFp16 = !opCode.Extract(59);
+
+ ComponentMask = _maskLut[Rd1.IsRZ ? 0 : 1, compSel];
+ }
+ }
+} \ No newline at end of file