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

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3.4 KiB
C#

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 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));
}
}
}
}