ce1d5be212
* Move GPU LLE emulation from HLE to Graphics * Graphics: Move Gal/Texture to Texture * Remove Engines/ directory and namespace * Use tables for image formats * Abstract OpCode decoding * Simplify image table * Do not leak Read* symbols in TextureReader * Fixups * Rename IGalFrameBuffer -> IGalRenderTarget * Remove MaxBpp hardcoded value * Change yet again texture data and add G8R8 flipping * Rename GalFrameBufferFormat to GalSurfaceFormat * Unident EnsureSetup in ImageHandler * Add IsCompressed * Address some feedback
72 lines
2.2 KiB
C#
72 lines
2.2 KiB
C#
using System;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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static class ShaderDecodeHelper
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{
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public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg)
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{
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return GetAluFneg(GetAluFabs(Node, Abs), Neg);
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}
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public static ShaderIrNode GetAluFabs(ShaderIrNode Node, bool Abs)
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{
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return Abs ? new ShaderIrOp(ShaderIrInst.Fabs, Node) : Node;
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}
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public static ShaderIrNode GetAluFneg(ShaderIrNode Node, bool Neg)
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{
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return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node;
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}
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public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg)
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{
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return GetAluIneg(GetAluIabs(Node, Abs), Neg);
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}
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public static ShaderIrNode GetAluIabs(ShaderIrNode Node, bool Abs)
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{
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return Abs ? new ShaderIrOp(ShaderIrInst.Abs, Node) : Node;
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}
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public static ShaderIrNode GetAluIneg(ShaderIrNode Node, bool Neg)
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{
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return Neg ? new ShaderIrOp(ShaderIrInst.Neg, Node) : Node;
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}
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public static ShaderIrNode GetAluNot(ShaderIrNode Node, bool Not)
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{
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return Not ? new ShaderIrOp(ShaderIrInst.Not, Node) : Node;
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}
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public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, int Size)
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{
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int Shift = 32 - Size;
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ShaderIrInst RightShift = Signed
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? ShaderIrInst.Asr
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: ShaderIrInst.Lsr;
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Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, new ShaderIrOperImm(Shift));
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Node = new ShaderIrOp(RightShift, Node, new ShaderIrOperImm(Shift));
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return Node;
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}
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public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, ShaderIrNode Size)
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{
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ShaderIrOperImm WordSize = new ShaderIrOperImm(32);
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ShaderIrOp Shift = new ShaderIrOp(ShaderIrInst.Sub, WordSize, Size);
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ShaderIrInst RightShift = Signed
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? ShaderIrInst.Asr
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: ShaderIrInst.Lsr;
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Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, Shift);
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Node = new ShaderIrOp(RightShift, Node, Shift);
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return Node;
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}
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}
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} |