using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.Translation;
using System.Numerics;
using static Ryujinx.Graphics.Shader.StructuredIr.AstHelper;
namespace Ryujinx.Graphics.Shader.StructuredIr
{
class AstOperation : AstNode
public Instruction Inst { get; }
public int Index { get; }
private IAstNode[] _sources;
public int SourcesCount => _sources.Length;
public AstOperation(Instruction inst, IAstNode[] sources, int sourcesCount)
Inst = inst;
_sources = sources;
for (int index = 0; index < sources.Length; index++)
if (index < sourcesCount)
AddUse(sources[index], this);
}
else
AddDef(sources[index], this);
Index = 0;
public AstOperation(Instruction inst, int index, IAstNode[] sources, int sourcesCount) : this(inst, sources, sourcesCount)
Index = index;
public AstOperation(Instruction inst, params IAstNode[] sources) : this(inst, sources, sources.Length)
public IAstNode GetSource(int index)
return _sources[index];
public void SetSource(int index, IAstNode source)
RemoveUse(_sources[index], this);
AddUse(source, this);
_sources[index] = source;
public AggregateType GetVectorType(AggregateType scalarType)
int componentsCount = BitOperations.PopCount((uint)Index);
AggregateType type = scalarType;
switch (componentsCount)
case 2: type |= AggregateType.Vector2; break;
case 3: type |= AggregateType.Vector3; break;
case 4: type |= AggregateType.Vector4; break;
return type;