aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Graphics/Gal/Shader/ShaderDecodeMem.cs
blob: 5ca485a3bb651b944feabd2c768fa801052c9000 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
using System;

using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;

namespace Ryujinx.Graphics.Gal.Shader
{
    static partial class ShaderDecode
    {
        public static void Ld_A(ShaderIrBlock Block, long OpCode)
        {
            ShaderIrNode[] Opers = GetOperAbuf20(OpCode);

            int Index = 0;

            foreach (ShaderIrNode OperA in Opers)
            {
                ShaderIrOperGpr OperD = GetOperGpr0(OpCode);

                OperD.Index += Index++;

                Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, OperA), OpCode));
            }
        }

        public static void Ld_C(ShaderIrBlock Block, long OpCode)
        {
            int Type = (int)(OpCode >> 48) & 7;

            if (Type > 5)
            {
                throw new InvalidOperationException();
            }

            int Count = Type == 5 ? 2 : 1;

            for (int Index = 0; Index < Count; Index++)
            {
                ShaderIrOperCbuf OperA = GetOperCbuf36(OpCode);
                ShaderIrOperGpr  OperD = GetOperGpr0  (OpCode);

                OperA.Pos   += Index;
                OperD.Index += Index;

                ShaderIrNode Node = OperA;

                if (Type < 4)
                {
                    //This is a 8 or 16 bits type.
                    bool Signed = (Type & 1) != 0;

                    int Size = 8 << (Type >> 1);

                    Node = ExtendTo32(Node, Signed, Size);
                }

                Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, Node), OpCode));
            }
        }

        public static void St_A(ShaderIrBlock Block, long OpCode)
        {
            ShaderIrNode[] Opers = GetOperAbuf20(OpCode);

            int Index = 0;

            foreach (ShaderIrNode OperA in Opers)
            {
                ShaderIrOperGpr OperD = GetOperGpr0(OpCode);

                OperD.Index += Index++;

                Block.AddNode(GetPredNode(new ShaderIrAsg(OperA, OperD), OpCode));
            }
        }

        public static void Texq(ShaderIrBlock Block, long OpCode)
        {
            ShaderIrNode OperD = GetOperGpr0(OpCode);
            ShaderIrNode OperA = GetOperGpr8(OpCode);

            ShaderTexqInfo Info = (ShaderTexqInfo)((OpCode >> 22) & 0x1f);

            ShaderIrMetaTexq Meta0 = new ShaderIrMetaTexq(Info, 0);
            ShaderIrMetaTexq Meta1 = new ShaderIrMetaTexq(Info, 1);

            ShaderIrNode OperC = GetOperImm13_36(OpCode);

            ShaderIrOp Op0 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta0);
            ShaderIrOp Op1 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta1);

            Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, Op0), OpCode));
            Block.AddNode(GetPredNode(new ShaderIrAsg(OperA, Op1), OpCode)); //Is this right?
        }

        public static void Texs(ShaderIrBlock Block, long OpCode)
        {
            EmitTex(Block, OpCode, ShaderIrInst.Texs);
        }

        public static void Tlds(ShaderIrBlock Block, long OpCode)
        {
            EmitTex(Block, OpCode, ShaderIrInst.Txlf);
        }

        private static void EmitTex(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
        {
            //TODO: Support other formats.
            ShaderIrNode OperA = GetOperGpr8    (OpCode);
            ShaderIrNode OperB = GetOperGpr20   (OpCode);
            ShaderIrNode OperC = GetOperImm13_36(OpCode);

            for (int Ch = 0; Ch < 4; Ch++)
            {
                //Assign it to a temp because the destination registers
                //may be used as texture coord input aswell.
                ShaderIrOperGpr Dst = new ShaderIrOperGpr(0x100 + Ch);

                ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);

                ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB, OperC, Meta);

                Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Op), OpCode));
            }

            for (int Ch = 0; Ch < 4; Ch++)
            {
                ShaderIrOperGpr Src = new ShaderIrOperGpr(0x100 + Ch);

                ShaderIrOperGpr Dst = (Ch >> 1) != 0
                    ? GetOperGpr28(OpCode)
                    : GetOperGpr0 (OpCode);

                Dst.Index += Ch & 1;

                if (Dst.Index >= ShaderIrOperGpr.ZRIndex)
                {
                    continue;
                }

                Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Src), OpCode));
            }
        }
    }
}