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ryujinx-fork/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;
}
}
}