mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-23 04:25:45 +00:00
Implement SSY/SYNC shader instructions (#382)
* Use a program counter to control shaders' flow * Cleanup * Implement SSY/SYNC * Address feedback * Fixup commentary * Fixup Ssy instruction
This commit is contained in:
parent
7cb6fd8090
commit
42dc925c3d
11 changed files with 313 additions and 268 deletions
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@ -43,9 +43,13 @@ namespace Ryujinx.Graphics.Gal.Shader
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public const string FlipUniformName = "flip";
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public const string InstanceUniformName = "instance";
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public const string ProgramName = "program";
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public const string ProgramAName = ProgramName + "_a";
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public const string ProgramBName = ProgramName + "_b";
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public const string BasicBlockName = "bb";
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public const string BasicBlockAName = BasicBlockName + "_a";
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public const string BasicBlockBName = BasicBlockName + "_b";
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public const int SsyStackSize = 16;
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public const string SsyStackName = "ssy_stack";
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public const string SsyCursorName = "ssy_cursor";
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private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
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@ -155,18 +155,19 @@ namespace Ryujinx.Graphics.Gal.Shader
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PrintDeclOutAttributes();
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PrintDeclGprs();
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PrintDeclPreds();
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PrintDeclSsy();
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if (BlocksB != null)
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{
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PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramAName + "()", IdentationStr);
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PrintBlockScope(Blocks, GlslDecl.BasicBlockAName);
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SB.AppendLine();
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PrintBlockScope(BlocksB[0], null, null, "void " + GlslDecl.ProgramBName + "()", IdentationStr);
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PrintBlockScope(BlocksB, GlslDecl.BasicBlockBName);
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}
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else
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{
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PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramName + "()", IdentationStr);
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PrintBlockScope(Blocks, GlslDecl.BasicBlockName);
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}
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SB.AppendLine();
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@ -357,6 +358,13 @@ namespace Ryujinx.Graphics.Gal.Shader
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PrintDecls(Decl.Preds, "bool");
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}
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private void PrintDeclSsy()
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{
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SB.AppendLine("uint " + GlslDecl.SsyCursorName + ";");
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SB.AppendLine("uint " + GlslDecl.SsyStackName + "[" + GlslDecl.SsyStackSize + "];" + Environment.NewLine);
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}
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private void PrintDecls(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, string CustomType = null, string Suffix = "")
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{
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foreach (ShaderDeclInfo DeclInfo in Dict.Values.OrderBy(DeclKeySelector))
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@ -432,14 +440,16 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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}
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SB.AppendLine(IdentationStr + "uint pc;");
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if (BlocksB != null)
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{
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SB.AppendLine(IdentationStr + GlslDecl.ProgramAName + "();");
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SB.AppendLine(IdentationStr + GlslDecl.ProgramBName + "();");
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PrintProgram(Blocks, GlslDecl.BasicBlockAName);
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PrintProgram(BlocksB, GlslDecl.BasicBlockBName);
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}
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else
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{
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SB.AppendLine(IdentationStr + GlslDecl.ProgramName + "();");
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PrintProgram(Blocks, GlslDecl.BasicBlockName);
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}
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if (Decl.ShaderType != GalShaderType.Geometry)
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@ -477,6 +487,32 @@ namespace Ryujinx.Graphics.Gal.Shader
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SB.AppendLine("}");
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}
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private void PrintProgram(ShaderIrBlock[] Blocks, string Name)
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{
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const string Ident1 = IdentationStr;
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const string Ident2 = Ident1 + IdentationStr;
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const string Ident3 = Ident2 + IdentationStr;
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const string Ident4 = Ident3 + IdentationStr;
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SB.AppendLine(Ident1 + "pc = " + GetBlockPosition(Blocks[0]) + ";");
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SB.AppendLine(Ident1 + "do {");
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SB.AppendLine(Ident2 + "switch (pc) {");
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foreach (ShaderIrBlock Block in Blocks)
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{
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string FunctionName = Block.Position.ToString("x8");
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SB.AppendLine(Ident3 + "case 0x" + FunctionName + ": pc = " + Name + "_" + FunctionName + "(); break;");
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}
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SB.AppendLine(Ident3 + "default:");
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SB.AppendLine(Ident4 + "pc = 0;");
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SB.AppendLine(Ident4 + "break;");
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SB.AppendLine(Ident2 + "}");
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SB.AppendLine(Ident1 + "} while (pc != 0);");
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}
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private void PrintAttrToOutput(string Identation = IdentationStr)
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{
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foreach (KeyValuePair<int, ShaderDeclInfo> KV in Decl.OutAttributes)
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@ -510,75 +546,19 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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}
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private void PrintBlockScope(
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ShaderIrBlock Block,
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ShaderIrBlock EndBlock,
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ShaderIrBlock LoopBlock,
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string ScopeName,
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string Identation,
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bool IsDoWhile = false)
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private void PrintBlockScope(ShaderIrBlock[] Blocks, string Name)
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{
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string UpIdent = Identation.Substring(0, Identation.Length - IdentationStr.Length);
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foreach (ShaderIrBlock Block in Blocks)
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{
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SB.AppendLine("uint " + Name + "_" + Block.Position.ToString("x8") + "() {");
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if (IsDoWhile)
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{
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SB.AppendLine(UpIdent + "do {");
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}
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else
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{
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SB.AppendLine(UpIdent + ScopeName + " {");
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}
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PrintNodes(Block, Block.GetNodes());
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while (Block != null && Block != EndBlock)
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{
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ShaderIrNode[] Nodes = Block.GetNodes();
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Block = PrintNodes(Block, EndBlock, LoopBlock, Identation, Nodes);
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}
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if (IsDoWhile)
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{
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SB.AppendLine(UpIdent + "} " + ScopeName + ";");
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}
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else
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{
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SB.AppendLine(UpIdent + "}");
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SB.AppendLine("}" + Environment.NewLine);
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}
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}
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private ShaderIrBlock PrintNodes(
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ShaderIrBlock Block,
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ShaderIrBlock EndBlock,
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ShaderIrBlock LoopBlock,
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string Identation,
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params ShaderIrNode[] Nodes)
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{
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/*
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* Notes about control flow and if-else/loop generation:
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* The code assumes that the program has sane control flow,
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* that is, there's no jumps to a location after another jump or
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* jump target (except for the end of an if-else block), and backwards
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* jumps to a location before the last loop dominator.
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* Such cases needs to be transformed on a step before the GLSL code
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* generation to ensure that we have sane graphs to work with.
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* TODO: Such transformation is not yet implemented.
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*/
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string NewIdent = Identation + IdentationStr;
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ShaderIrBlock LoopTail = GetLoopTailBlock(Block);
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if (LoopTail != null && LoopBlock != Block)
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{
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//Shoock! kuma shock! We have a loop here!
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//The entire sequence needs to be inside a do-while block.
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ShaderIrBlock LoopEnd = GetDownBlock(LoopTail);
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PrintBlockScope(Block, LoopEnd, Block, "while (false)", NewIdent, IsDoWhile: true);
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return LoopEnd;
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}
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foreach (ShaderIrNode Node in Nodes)
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private void PrintNode(ShaderIrBlock Block, ShaderIrNode Node, string Identation)
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{
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if (Node is ShaderIrCond Cond)
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{
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@ -589,44 +569,19 @@ namespace Ryujinx.Graphics.Gal.Shader
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IfExpr = "!(" + IfExpr + ")";
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}
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if (Cond.Child is ShaderIrOp Op && Op.Inst == ShaderIrInst.Bra)
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{
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//Branch is a loop branch and would result in infinite recursion.
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if (Block.Branch.Position <= Block.Position)
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{
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SB.AppendLine(Identation + "if (" + IfExpr + ") {");
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SB.AppendLine(Identation + IdentationStr + "continue;");
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SB.AppendLine(Identation + "}");
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continue;
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}
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string SubScopeName = "if (!" + IfExpr + ")";
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PrintBlockScope(Block.Next, Block.Branch, LoopBlock, SubScopeName, NewIdent);
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ShaderIrBlock IfElseEnd = GetUpBlock(Block.Branch).Branch;
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if (IfElseEnd?.Position > Block.Branch.Position)
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if (Cond.Child is ShaderIrOp Op && Op.Inst == ShaderIrInst.Bra)
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{
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PrintBlockScope(Block.Branch, IfElseEnd, LoopBlock, "else", NewIdent);
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return IfElseEnd;
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}
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return Block.Branch;
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SB.AppendLine(Identation + IdentationStr + "return " + GetBlockPosition(Block.Branch) + ";");
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}
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else
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{
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SB.AppendLine(Identation + "if (" + IfExpr + ") {");
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PrintNodes(Block, EndBlock, LoopBlock, NewIdent, Cond.Child);
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PrintNode(Block, Cond.Child, Identation + IdentationStr);
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}
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SB.AppendLine(Identation + "}");
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}
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}
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else if (Node is ShaderIrAsg Asg)
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{
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if (IsValidOutOper(Asg.Dst))
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@ -640,22 +595,53 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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else if (Node is ShaderIrOp Op)
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{
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if (Op.Inst == ShaderIrInst.Bra)
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switch (Op.Inst)
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{
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if (Block.Branch.Position <= Block.Position)
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case ShaderIrInst.Bra:
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{
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SB.AppendLine(Identation + "continue;");
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SB.AppendLine(Identation + "return " + GetBlockPosition(Block.Branch) + ";");
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break;
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}
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}
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else if (Op.Inst == ShaderIrInst.Emit)
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case ShaderIrInst.Emit:
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{
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PrintAttrToOutput(Identation);
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SB.AppendLine(Identation + "EmitVertex();");
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break;
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}
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else
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case ShaderIrInst.Ssy:
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{
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string StackIndex = GlslDecl.SsyStackName + "[" + GlslDecl.SsyCursorName + "]";
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int TargetPosition = (Op.OperandA as ShaderIrOperImm).Value;
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string Target = "0x" + TargetPosition.ToString("x8") + "u";
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SB.AppendLine(Identation + StackIndex + " = " + Target + ";");
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SB.AppendLine(Identation + GlslDecl.SsyCursorName + "++;");
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break;
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}
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case ShaderIrInst.Sync:
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{
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SB.AppendLine(Identation + GlslDecl.SsyCursorName + "--;");
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string Target = GlslDecl.SsyStackName + "[" + GlslDecl.SsyCursorName + "]";
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SB.AppendLine(Identation + "return " + Target + ";");
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break;
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}
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default:
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SB.AppendLine(Identation + GetSrcExpr(Op, true) + ";");
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break;
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}
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}
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else if (Node is ShaderIrCmnt Cmnt)
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@ -668,35 +654,37 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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}
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return Block.Next;
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private void PrintNodes(ShaderIrBlock Block, ShaderIrNode[] Nodes)
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{
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foreach (ShaderIrNode Node in Nodes)
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{
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PrintNode(Block, Node, IdentationStr);
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}
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private ShaderIrBlock GetUpBlock(ShaderIrBlock Block)
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if (Nodes.Length > 0)
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{
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return Blocks.FirstOrDefault(x => x.EndPosition == Block.Position);
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}
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ShaderIrNode Last = Nodes[Nodes.Length - 1];
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private ShaderIrBlock GetDownBlock(ShaderIrBlock Block)
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{
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return Blocks.FirstOrDefault(x => x.Position == Block.EndPosition);
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}
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bool UnconditionalFlowChange = false;
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private ShaderIrBlock GetLoopTailBlock(ShaderIrBlock LoopHead)
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if (Last is ShaderIrOp Op)
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{
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ShaderIrBlock Tail = null;
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foreach (ShaderIrBlock Block in LoopHead.Sources)
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switch (Op.Inst)
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{
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if (Block.Position >= LoopHead.Position)
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{
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if (Tail == null || Tail.Position < Block.Position)
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{
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Tail = Block;
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}
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case ShaderIrInst.Bra:
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case ShaderIrInst.Exit:
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case ShaderIrInst.Kil:
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case ShaderIrInst.Sync:
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UnconditionalFlowChange = true;
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break;
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}
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}
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return Tail;
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if (!UnconditionalFlowChange)
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{
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SB.AppendLine(IdentationStr + "return " + GetBlockPosition(Block.Next) + ";");
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}
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}
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}
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private bool IsValidOutOper(ShaderIrNode Node)
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@ -1006,7 +994,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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private string GetCnumExpr(ShaderIrOp Op) => GetUnaryCall(Op, "!isnan");
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private string GetExitExpr(ShaderIrOp Op) => "return";
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private string GetExitExpr(ShaderIrOp Op) => "return 0u";
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private string GetFcosExpr(ShaderIrOp Op) => GetUnaryCall(Op, "cos");
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@ -1351,5 +1339,17 @@ namespace Ryujinx.Graphics.Gal.Shader
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throw new ArgumentException(nameof(Node));
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}
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private static string GetBlockPosition(ShaderIrBlock Block)
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{
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if (Block != null)
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{
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return "0x" + Block.Position.ToString("x8") + "u";
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}
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else
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{
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return "0u";
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}
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}
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}
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}
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@ -1,4 +1,4 @@
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namespace Ryujinx.Graphics.Gal.Shader
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{
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delegate void ShaderDecodeFunc(ShaderIrBlock Block, long OpCode);
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delegate void ShaderDecodeFunc(ShaderIrBlock Block, long OpCode, long Position);
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}
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@ -6,32 +6,32 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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static partial class ShaderDecode
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{
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public static void Bfe_C(ShaderIrBlock Block, long OpCode)
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public static void Bfe_C(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitBfe(Block, OpCode, ShaderOper.CR);
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}
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public static void Bfe_I(ShaderIrBlock Block, long OpCode)
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public static void Bfe_I(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitBfe(Block, OpCode, ShaderOper.Imm);
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}
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public static void Bfe_R(ShaderIrBlock Block, long OpCode)
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public static void Bfe_R(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitBfe(Block, OpCode, ShaderOper.RR);
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}
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public static void Fadd_C(ShaderIrBlock Block, long OpCode)
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public static void Fadd_C(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitFadd(Block, OpCode, ShaderOper.CR);
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}
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public static void Fadd_I(ShaderIrBlock Block, long OpCode)
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public static void Fadd_I(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitFadd(Block, OpCode, ShaderOper.Immf);
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}
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public static void Fadd_I32(ShaderIrBlock Block, long OpCode)
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public static void Fadd_I32(ShaderIrBlock Block, long OpCode, long Position)
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{
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ShaderIrNode OperA = GetOperGpr8 (OpCode);
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ShaderIrNode OperB = GetOperImmf32_20(OpCode);
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@ -49,47 +49,47 @@ namespace Ryujinx.Graphics.Gal.Shader
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
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}
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public static void Fadd_R(ShaderIrBlock Block, long OpCode)
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public static void Fadd_R(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitFadd(Block, OpCode, ShaderOper.RR);
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}
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public static void Ffma_CR(ShaderIrBlock Block, long OpCode)
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public static void Ffma_CR(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitFfma(Block, OpCode, ShaderOper.CR);
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}
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public static void Ffma_I(ShaderIrBlock Block, long OpCode)
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public static void Ffma_I(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitFfma(Block, OpCode, ShaderOper.Immf);
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}
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public static void Ffma_RC(ShaderIrBlock Block, long OpCode)
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public static void Ffma_RC(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitFfma(Block, OpCode, ShaderOper.RC);
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}
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public static void Ffma_RR(ShaderIrBlock Block, long OpCode)
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public static void Ffma_RR(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitFfma(Block, OpCode, ShaderOper.RR);
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}
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public static void Fmnmx_C(ShaderIrBlock Block, long OpCode)
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public static void Fmnmx_C(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitFmnmx(Block, OpCode, ShaderOper.CR);
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}
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public static void Fmnmx_I(ShaderIrBlock Block, long OpCode)
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public static void Fmnmx_I(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitFmnmx(Block, OpCode, ShaderOper.Immf);
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}
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public static void Fmnmx_R(ShaderIrBlock Block, long OpCode)
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public static void Fmnmx_R(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitFmnmx(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Fmul_I32(ShaderIrBlock Block, long OpCode)
|
||||
public static void Fmul_I32(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
ShaderIrNode OperA = GetOperGpr8 (OpCode);
|
||||
ShaderIrNode OperB = GetOperImmf32_20(OpCode);
|
||||
|
@ -99,62 +99,62 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
|
||||
}
|
||||
|
||||
public static void Fmul_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Fmul_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitFmul(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Fmul_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Fmul_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitFmul(Block, OpCode, ShaderOper.Immf);
|
||||
}
|
||||
|
||||
public static void Fmul_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Fmul_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitFmul(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Fset_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Fset_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitFset(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Fset_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Fset_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitFset(Block, OpCode, ShaderOper.Immf);
|
||||
}
|
||||
|
||||
public static void Fset_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Fset_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitFset(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Fsetp_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Fsetp_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitFsetp(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Fsetp_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Fsetp_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitFsetp(Block, OpCode, ShaderOper.Immf);
|
||||
}
|
||||
|
||||
public static void Fsetp_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Fsetp_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitFsetp(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Iadd_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Iadd_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIadd(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Iadd_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Iadd_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIadd(Block, OpCode, ShaderOper.Imm);
|
||||
}
|
||||
|
||||
public static void Iadd_I32(ShaderIrBlock Block, long OpCode)
|
||||
public static void Iadd_I32(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
ShaderIrNode OperA = GetOperGpr8 (OpCode);
|
||||
ShaderIrNode OperB = GetOperImm32_20(OpCode);
|
||||
|
@ -168,42 +168,42 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
|
||||
}
|
||||
|
||||
public static void Iadd_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Iadd_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIadd(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Iadd3_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Iadd3_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIadd3(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Iadd3_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Iadd3_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIadd3(Block, OpCode, ShaderOper.Imm);
|
||||
}
|
||||
|
||||
public static void Iadd3_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Iadd3_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIadd3(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Imnmx_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Imnmx_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitImnmx(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Imnmx_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Imnmx_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitImnmx(Block, OpCode, ShaderOper.Imm);
|
||||
}
|
||||
|
||||
public static void Imnmx_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Imnmx_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitImnmx(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Ipa(ShaderIrBlock Block, long OpCode)
|
||||
public static void Ipa(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
ShaderIrNode OperA = GetOperAbuf28(OpCode);
|
||||
ShaderIrNode OperB = GetOperGpr20 (OpCode);
|
||||
|
@ -213,52 +213,52 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
|
||||
}
|
||||
|
||||
public static void Iscadd_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Iscadd_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIscadd(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Iscadd_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Iscadd_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIscadd(Block, OpCode, ShaderOper.Imm);
|
||||
}
|
||||
|
||||
public static void Iscadd_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Iscadd_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIscadd(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Iset_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Iset_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIset(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Iset_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Iset_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIset(Block, OpCode, ShaderOper.Imm);
|
||||
}
|
||||
|
||||
public static void Iset_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Iset_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIset(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Isetp_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Isetp_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIsetp(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Isetp_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Isetp_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIsetp(Block, OpCode, ShaderOper.Imm);
|
||||
}
|
||||
|
||||
public static void Isetp_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Isetp_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitIsetp(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Lop_I32(ShaderIrBlock Block, long OpCode)
|
||||
public static void Lop_I32(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
int SubOp = (int)(OpCode >> 53) & 3;
|
||||
|
||||
|
@ -292,22 +292,22 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
}
|
||||
}
|
||||
|
||||
public static void Lop_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Lop_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitLop(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Lop_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Lop_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitLop(Block, OpCode, ShaderOper.Imm);
|
||||
}
|
||||
|
||||
public static void Lop_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Lop_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitLop(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Mufu(ShaderIrBlock Block, long OpCode)
|
||||
public static void Mufu(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
int SubOp = (int)(OpCode >> 20) & 0xf;
|
||||
|
||||
|
@ -336,7 +336,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
|
||||
}
|
||||
|
||||
public static void Psetp(ShaderIrBlock Block, long OpCode)
|
||||
public static void Psetp(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
bool NegA = ((OpCode >> 15) & 1) != 0;
|
||||
bool NegB = ((OpCode >> 32) & 1) != 0;
|
||||
|
@ -390,47 +390,47 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
|
||||
}
|
||||
|
||||
public static void Rro_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Rro_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitRro(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Rro_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Rro_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitRro(Block, OpCode, ShaderOper.Immf);
|
||||
}
|
||||
|
||||
public static void Rro_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Rro_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitRro(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Shl_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Shl_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitAluBinary(Block, OpCode, ShaderOper.CR, ShaderIrInst.Lsl);
|
||||
}
|
||||
|
||||
public static void Shl_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Shl_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitAluBinary(Block, OpCode, ShaderOper.Imm, ShaderIrInst.Lsl);
|
||||
}
|
||||
|
||||
public static void Shl_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Shl_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitAluBinary(Block, OpCode, ShaderOper.RR, ShaderIrInst.Lsl);
|
||||
}
|
||||
|
||||
public static void Shr_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Shr_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitAluBinary(Block, OpCode, ShaderOper.CR, GetShrInst(OpCode));
|
||||
}
|
||||
|
||||
public static void Shr_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Shr_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitAluBinary(Block, OpCode, ShaderOper.Imm, GetShrInst(OpCode));
|
||||
}
|
||||
|
||||
public static void Shr_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Shr_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitAluBinary(Block, OpCode, ShaderOper.RR, GetShrInst(OpCode));
|
||||
}
|
||||
|
@ -442,7 +442,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
return Signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
|
||||
}
|
||||
|
||||
public static void Vmad(ShaderIrBlock Block, long OpCode)
|
||||
public static void Vmad(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
ShaderIrNode OperA = GetOperGpr8(OpCode);
|
||||
|
||||
|
@ -477,22 +477,22 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Final), OpCode));
|
||||
}
|
||||
|
||||
public static void Xmad_CR(ShaderIrBlock Block, long OpCode)
|
||||
public static void Xmad_CR(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitXmad(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Xmad_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Xmad_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitXmad(Block, OpCode, ShaderOper.Imm);
|
||||
}
|
||||
|
||||
public static void Xmad_RC(ShaderIrBlock Block, long OpCode)
|
||||
public static void Xmad_RC(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitXmad(Block, OpCode, ShaderOper.RC);
|
||||
}
|
||||
|
||||
public static void Xmad_RR(ShaderIrBlock Block, long OpCode)
|
||||
public static void Xmad_RR(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitXmad(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
|
|
@ -6,7 +6,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
{
|
||||
static partial class ShaderDecode
|
||||
{
|
||||
public static void Bra(ShaderIrBlock Block, long OpCode)
|
||||
public static void Bra(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
if ((OpCode & 0x20) != 0)
|
||||
{
|
||||
|
@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Bra, Imm), OpCode));
|
||||
}
|
||||
|
||||
public static void Exit(ShaderIrBlock Block, long OpCode)
|
||||
public static void Exit(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
int CCode = (int)OpCode & 0x1f;
|
||||
|
||||
|
@ -34,9 +34,34 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
}
|
||||
|
||||
public static void Kil(ShaderIrBlock Block, long OpCode)
|
||||
public static void Kil(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Kil), OpCode));
|
||||
}
|
||||
|
||||
public static void Ssy(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
if ((OpCode & 0x20) != 0)
|
||||
{
|
||||
//This reads the target offset from the constant buffer.
|
||||
//Almost impossible to support with GLSL.
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
int Offset = ((int)(OpCode >> 20) << 8) >> 8;
|
||||
|
||||
int Target = (int)(Position + Offset);
|
||||
|
||||
ShaderIrOperImm Imm = new ShaderIrOperImm(Target);
|
||||
|
||||
Block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, Imm));
|
||||
}
|
||||
|
||||
public static void Sync(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
//TODO: Implement Sync condition codes
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Sync), OpCode));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -31,7 +31,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
{ RGB_, RG_A, R_BA, _GBA, RGBA, ____, ____, ____ }
|
||||
};
|
||||
|
||||
public static void Ld_A(ShaderIrBlock Block, long OpCode)
|
||||
public static void Ld_A(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
ShaderIrNode[] Opers = GetOperAbuf20(OpCode);
|
||||
|
||||
|
@ -50,7 +50,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
}
|
||||
}
|
||||
|
||||
public static void Ld_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Ld_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
int CbufPos = (int)(OpCode >> 22) & 0x3fff;
|
||||
int CbufIndex = (int)(OpCode >> 36) & 0x1f;
|
||||
|
@ -97,7 +97,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
}
|
||||
}
|
||||
|
||||
public static void St_A(ShaderIrBlock Block, long OpCode)
|
||||
public static void St_A(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
ShaderIrNode[] Opers = GetOperAbuf20(OpCode);
|
||||
|
||||
|
@ -113,7 +113,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
}
|
||||
}
|
||||
|
||||
public static void Texq(ShaderIrBlock Block, long OpCode)
|
||||
public static void Texq(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
ShaderIrNode OperD = GetOperGpr0(OpCode);
|
||||
ShaderIrNode OperA = GetOperGpr8(OpCode);
|
||||
|
@ -132,12 +132,12 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Block.AddNode(GetPredNode(new ShaderIrAsg(OperA, Op1), OpCode)); //Is this right?
|
||||
}
|
||||
|
||||
public static void Tex(ShaderIrBlock Block, long OpCode)
|
||||
public static void Tex(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitTex(Block, OpCode, GprHandle: false);
|
||||
}
|
||||
|
||||
public static void Tex_B(ShaderIrBlock Block, long OpCode)
|
||||
public static void Tex_B(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitTex(Block, OpCode, GprHandle: true);
|
||||
}
|
||||
|
@ -202,12 +202,12 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
}
|
||||
}
|
||||
|
||||
public static void Texs(ShaderIrBlock Block, long OpCode)
|
||||
public static void Texs(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitTexs(Block, OpCode, ShaderIrInst.Texs);
|
||||
}
|
||||
|
||||
public static void Tlds(ShaderIrBlock Block, long OpCode)
|
||||
public static void Tlds(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitTexs(Block, OpCode, ShaderIrInst.Txlf);
|
||||
}
|
||||
|
|
|
@ -25,67 +25,67 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
F64 = 3
|
||||
}
|
||||
|
||||
public static void F2f_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void F2f_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitF2f(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void F2f_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void F2f_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitF2f(Block, OpCode, ShaderOper.Immf);
|
||||
}
|
||||
|
||||
public static void F2f_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void F2f_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitF2f(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void F2i_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void F2i_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitF2i(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void F2i_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void F2i_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitF2i(Block, OpCode, ShaderOper.Immf);
|
||||
}
|
||||
|
||||
public static void F2i_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void F2i_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitF2i(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void I2f_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void I2f_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitI2f(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void I2f_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void I2f_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitI2f(Block, OpCode, ShaderOper.Imm);
|
||||
}
|
||||
|
||||
public static void I2f_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void I2f_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitI2f(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void I2i_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void I2i_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitI2i(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void I2i_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void I2i_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitI2i(Block, OpCode, ShaderOper.Imm);
|
||||
}
|
||||
|
||||
public static void I2i_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void I2i_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitI2i(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Isberd(ShaderIrBlock Block, long OpCode)
|
||||
public static void Isberd(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
//This instruction seems to be used to translate from an address to a vertex index in a GS
|
||||
//Stub it as such
|
||||
|
@ -95,50 +95,50 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), GetOperGpr8(OpCode)), OpCode));
|
||||
}
|
||||
|
||||
public static void Mov_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Mov_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
ShaderIrOperCbuf Cbuf = GetOperCbuf34(OpCode);
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Cbuf), OpCode));
|
||||
}
|
||||
|
||||
public static void Mov_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Mov_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
ShaderIrOperImm Imm = GetOperImm19_20(OpCode);
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Imm), OpCode));
|
||||
}
|
||||
|
||||
public static void Mov_I32(ShaderIrBlock Block, long OpCode)
|
||||
public static void Mov_I32(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
ShaderIrOperImm Imm = GetOperImm32_20(OpCode);
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Imm), OpCode));
|
||||
}
|
||||
|
||||
public static void Mov_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Mov_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
ShaderIrOperGpr Gpr = GetOperGpr20(OpCode);
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Gpr), OpCode));
|
||||
}
|
||||
|
||||
public static void Sel_C(ShaderIrBlock Block, long OpCode)
|
||||
public static void Sel_C(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitSel(Block, OpCode, ShaderOper.CR);
|
||||
}
|
||||
|
||||
public static void Sel_I(ShaderIrBlock Block, long OpCode)
|
||||
public static void Sel_I(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitSel(Block, OpCode, ShaderOper.Imm);
|
||||
}
|
||||
|
||||
public static void Sel_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Sel_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
EmitSel(Block, OpCode, ShaderOper.RR);
|
||||
}
|
||||
|
||||
public static void Mov_S(ShaderIrBlock Block, long OpCode)
|
||||
public static void Mov_S(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
Block.AddNode(new ShaderIrCmnt("Stubbed."));
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
{
|
||||
static partial class ShaderDecode
|
||||
{
|
||||
public static void Out_R(ShaderIrBlock Block, long OpCode)
|
||||
public static void Out_R(ShaderIrBlock Block, long OpCode, long Position)
|
||||
{
|
||||
//TODO: Those registers have to be used for something
|
||||
ShaderIrOperGpr Gpr0 = GetOperGpr0(OpCode);
|
||||
|
|
|
@ -50,17 +50,29 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
{
|
||||
ShaderIrNode LastNode = Current.GetLastNode();
|
||||
|
||||
ShaderIrOp Op = GetInnermostOp(LastNode);
|
||||
ShaderIrOp InnerOp = GetInnermostOp(LastNode);
|
||||
|
||||
if (Op?.Inst == ShaderIrInst.Bra)
|
||||
if (InnerOp?.Inst == ShaderIrInst.Bra)
|
||||
{
|
||||
int Offset = ((ShaderIrOperImm)Op.OperandA).Value;
|
||||
int Offset = ((ShaderIrOperImm)InnerOp.OperandA).Value;
|
||||
|
||||
long Target = Current.EndPosition + Offset;
|
||||
|
||||
Current.Branch = Enqueue(Target, Current);
|
||||
}
|
||||
|
||||
foreach (ShaderIrNode Node in Current.Nodes)
|
||||
{
|
||||
if (Node is ShaderIrOp CurrOp && CurrOp.Inst == ShaderIrInst.Ssy)
|
||||
{
|
||||
int Offset = ((ShaderIrOperImm)CurrOp.OperandA).Value;
|
||||
|
||||
long Target = Offset;
|
||||
|
||||
Current.Branch = Enqueue(Target, Current);
|
||||
}
|
||||
}
|
||||
|
||||
if (NodeHasNext(LastNode))
|
||||
{
|
||||
Current.Next = Enqueue(Current.EndPosition);
|
||||
|
@ -157,7 +169,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
{
|
||||
int Offset = ((int)(OpCode >> 20) << 8) >> 8;
|
||||
|
||||
long Target = Position + Offset;
|
||||
long Target = Position + Offset - Beginning;
|
||||
|
||||
DbgOpCode += " (0x" + Target.ToString("x16") + ")";
|
||||
}
|
||||
|
@ -170,7 +182,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
continue;
|
||||
}
|
||||
|
||||
Decode(Block, OpCode);
|
||||
Decode(Block, OpCode, Position);
|
||||
}
|
||||
while (!IsFlowChange(Block.GetLastNode()));
|
||||
|
||||
|
|
|
@ -84,6 +84,8 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Bra,
|
||||
Exit,
|
||||
Kil,
|
||||
Ssy,
|
||||
Sync,
|
||||
|
||||
Emit,
|
||||
Cut
|
||||
|
|
|
@ -112,7 +112,9 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Set("0100110000101x", ShaderDecode.Shr_C);
|
||||
Set("0011100x00101x", ShaderDecode.Shr_I);
|
||||
Set("0101110000101x", ShaderDecode.Shr_R);
|
||||
Set("1110001010010x", ShaderDecode.Ssy);
|
||||
Set("1110111111110x", ShaderDecode.St_A);
|
||||
Set("1111000011111x", ShaderDecode.Sync);
|
||||
Set("110000xxxx111x", ShaderDecode.Tex);
|
||||
Set("1101111010111x", ShaderDecode.Tex_B);
|
||||
Set("1101111101001x", ShaderDecode.Texq);
|
||||
|
|
Loading…
Reference in a new issue