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c8c86a3854
[GPU] Fix some of the current framebuffer issues
102 lines
No EOL
3.3 KiB
C#
102 lines
No EOL
3.3 KiB
C#
using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
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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 Ld_A(ShaderIrBlock Block, long OpCode)
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{
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ShaderIrNode[] Opers = GetOperAbuf20(OpCode);
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int Index = 0;
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foreach (ShaderIrNode OperA in Opers)
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{
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ShaderIrOperGpr OperD = GetOperGpr0(OpCode);
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OperD.Index += Index++;
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Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, OperA), OpCode));
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}
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}
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public static void St_A(ShaderIrBlock Block, long OpCode)
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{
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ShaderIrNode[] Opers = GetOperAbuf20(OpCode);
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int Index = 0;
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foreach (ShaderIrNode OperA in Opers)
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{
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ShaderIrOperGpr OperD = GetOperGpr0(OpCode);
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OperD.Index += Index++;
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Block.AddNode(GetPredNode(new ShaderIrAsg(OperA, OperD), OpCode));
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}
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}
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public static void Texq(ShaderIrBlock Block, long OpCode)
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{
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ShaderIrNode OperD = GetOperGpr0(OpCode);
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ShaderIrNode OperA = GetOperGpr8(OpCode);
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ShaderTexqInfo Info = (ShaderTexqInfo)((OpCode >> 22) & 0x1f);
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ShaderIrMetaTexq Meta0 = new ShaderIrMetaTexq(Info, 0);
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ShaderIrMetaTexq Meta1 = new ShaderIrMetaTexq(Info, 1);
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ShaderIrNode OperC = GetOperImm13_36(OpCode);
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ShaderIrOp Op0 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta0);
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ShaderIrOp Op1 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta1);
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Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, Op0), OpCode));
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Block.AddNode(GetPredNode(new ShaderIrAsg(OperA, Op1), OpCode)); //Is this right?
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}
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public static void Texs(ShaderIrBlock Block, long OpCode)
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{
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EmitTex(Block, OpCode, ShaderIrInst.Texs);
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}
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public static void Tlds(ShaderIrBlock Block, long OpCode)
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{
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EmitTex(Block, OpCode, ShaderIrInst.Txlf);
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}
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private static void EmitTex(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
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{
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//TODO: Support other formats.
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ShaderIrNode OperA = GetOperGpr8 (OpCode);
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ShaderIrNode OperB = GetOperGpr20 (OpCode);
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ShaderIrNode OperC = GetOperImm13_36(OpCode);
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for (int Ch = 0; Ch < 4; Ch++)
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{
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//Assign it to a temp because the destination registers
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//may be used as texture coord input aswell.
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ShaderIrOperGpr Dst = new ShaderIrOperGpr(0x100 + Ch);
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ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
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ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB, OperC, Meta);
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Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Op), OpCode));
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}
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for (int Ch = 0; Ch < 4; Ch++)
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{
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ShaderIrOperGpr Src = new ShaderIrOperGpr(0x100 + Ch);
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ShaderIrOperGpr Dst = (Ch >> 1) != 0
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? GetOperGpr28(OpCode)
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: GetOperGpr0 (OpCode);
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Dst.Index += Ch & 1;
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Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Src), OpCode));
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}
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}
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}
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} |