using Ryujinx.Graphics.Shader.Instructions;
namespace Ryujinx.Graphics.Shader.Decoders
{
class OpCodeTexture : OpCode, IOpCodeTexture
public Register Rd { get; }
public Register Ra { get; }
public Register Rb { get; }
public bool IsArray { get; }
public TextureDimensions Dimensions { get; }
public int ComponentMask { get; }
public int Immediate { get; }
public TextureLodMode LodMode { get; protected set; }
public bool HasOffset { get; protected set; }
public bool HasDepthCompare { get; protected set; }
public bool IsMultisample { get; protected set; }
public OpCodeTexture(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
Rd = 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);
IsArray = opCode.Extract(28);
Dimensions = (TextureDimensions)opCode.Extract(29, 2);
ComponentMask = opCode.Extract(31, 4);
Immediate = opCode.Extract(36, 13);
LodMode = (TextureLodMode)opCode.Extract(55, 3);
}