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ryujinx-final/Ryujinx.Graphics/Gal/Shader/ShaderDecodeHelper.cs

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namespace Ryujinx.Graphics.Gal.Shader
{
static class ShaderDecodeHelper
{
private static readonly ShaderIrOperImmf ImmfZero = new ShaderIrOperImmf(0);
private static readonly ShaderIrOperImmf ImmfOne = new ShaderIrOperImmf(1);
public static ShaderIrNode GetAluFabsFneg(ShaderIrNode node, bool abs, bool neg)
{
return GetAluFneg(GetAluFabs(node, abs), neg);
}
public static ShaderIrNode GetAluFabs(ShaderIrNode node, bool abs)
{
return abs ? new ShaderIrOp(ShaderIrInst.Fabs, node) : node;
}
public static ShaderIrNode GetAluFneg(ShaderIrNode node, bool neg)
{
return neg ? new ShaderIrOp(ShaderIrInst.Fneg, node) : node;
}
public static ShaderIrNode GetAluFsat(ShaderIrNode node, bool sat)
{
return sat ? new ShaderIrOp(ShaderIrInst.Fclamp, node, ImmfZero, ImmfOne) : node;
}
public static ShaderIrNode GetAluIabsIneg(ShaderIrNode node, bool abs, bool neg)
{
return GetAluIneg(GetAluIabs(node, abs), neg);
}
public static ShaderIrNode GetAluIabs(ShaderIrNode node, bool abs)
{
return abs ? new ShaderIrOp(ShaderIrInst.Abs, node) : node;
}
public static ShaderIrNode GetAluIneg(ShaderIrNode node, bool neg)
{
return neg ? new ShaderIrOp(ShaderIrInst.Neg, node) : node;
}
public static ShaderIrNode GetAluNot(ShaderIrNode node, bool not)
{
return not ? new ShaderIrOp(ShaderIrInst.Not, node) : node;
}
public static ShaderIrNode ExtendTo32(ShaderIrNode node, bool signed, int size)
{
int shift = 32 - size;
ShaderIrInst rightShift = signed
? ShaderIrInst.Asr
: ShaderIrInst.Lsr;
node = new ShaderIrOp(ShaderIrInst.Lsl, node, new ShaderIrOperImm(shift));
node = new ShaderIrOp(rightShift, node, new ShaderIrOperImm(shift));
return node;
}
public static ShaderIrNode ExtendTo32(ShaderIrNode node, bool signed, ShaderIrNode size)
{
ShaderIrOperImm wordSize = new ShaderIrOperImm(32);
ShaderIrOp shift = new ShaderIrOp(ShaderIrInst.Sub, wordSize, size);
ShaderIrInst rightShift = signed
? ShaderIrInst.Asr
: ShaderIrInst.Lsr;
node = new ShaderIrOp(ShaderIrInst.Lsl, node, shift);
node = new ShaderIrOp(rightShift, node, shift);
return node;
}
}
}