using Ryujinx.Graphics.Shader.Instructions;
namespace Ryujinx.Graphics.Shader.Decoders
{
class OpCodeImage : OpCodeTextureBase
public Register Ra { get; }
public Register Rb { get; }
public Register Rc { get; }
public ImageComponents Components { get; }
public IntegerSize Size { get; }
public bool ByteAddress { get; }
public ImageDimensions Dimensions { get; }
public bool UseComponents { get; }
public bool IsBindless { get; }
public new static OpCode Create(InstEmitter emitter, ulong address, long opCode) => new OpCodeImage(emitter, address, opCode);
public OpCodeImage(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
Ra = new Register(opCode.Extract(8, 8), RegisterType.Gpr);
Rb = new Register(opCode.Extract(0, 8), RegisterType.Gpr);
Rc = new Register(opCode.Extract(39, 8), RegisterType.Gpr);
UseComponents = !opCode.Extract(52);
if (UseComponents)
Components = (ImageComponents)opCode.Extract(20, 4);
}
else
Size = (IntegerSize)opCode.Extract(20, 4);
ByteAddress = opCode.Extract(23);
Dimensions = (ImageDimensions)opCode.Extract(33, 3);
IsBindless = !opCode.Extract(51);