c26ddd6259
* Fix 3 graphics related bugs * OGLShader shouldn't be public (yet)
895 lines
29 KiB
C#
895 lines
29 KiB
C#
using System;
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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 Bfe_C(ShaderIrBlock Block, long OpCode)
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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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{
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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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{
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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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{
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EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fadd);
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}
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public static void Fadd_I(ShaderIrBlock Block, long OpCode)
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{
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EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fadd);
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}
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public static void Fadd_R(ShaderIrBlock Block, long OpCode)
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{
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EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fadd);
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}
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public static void Ffma_CR(ShaderIrBlock Block, long OpCode)
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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EmitFmnmx(Block, OpCode, ShaderOper.RR);
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}
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public static void Fmul_I32(ShaderIrBlock Block, long OpCode)
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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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ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
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}
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public static void Fmul_C(ShaderIrBlock Block, long OpCode)
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{
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EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fmul);
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}
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public static void Fmul_I(ShaderIrBlock Block, long OpCode)
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{
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EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fmul);
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}
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public static void Fmul_R(ShaderIrBlock Block, long OpCode)
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{
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EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fmul);
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}
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public static void Fset_C(ShaderIrBlock Block, long OpCode)
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{
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EmitFset(Block, OpCode, ShaderOper.CR);
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}
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public static void Fset_I(ShaderIrBlock Block, long OpCode)
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{
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EmitFset(Block, OpCode, ShaderOper.Immf);
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}
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public static void Fset_R(ShaderIrBlock Block, long OpCode)
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{
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EmitFset(Block, OpCode, ShaderOper.RR);
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}
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public static void Fsetp_C(ShaderIrBlock Block, long OpCode)
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{
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EmitFsetp(Block, OpCode, ShaderOper.CR);
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}
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public static void Fsetp_I(ShaderIrBlock Block, long OpCode)
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{
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EmitFsetp(Block, OpCode, ShaderOper.Immf);
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}
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public static void Fsetp_R(ShaderIrBlock Block, long OpCode)
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{
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EmitFsetp(Block, OpCode, ShaderOper.RR);
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}
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public static void Imnmx_C(ShaderIrBlock Block, long OpCode)
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{
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EmitImnmx(Block, OpCode, ShaderOper.CR);
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}
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public static void Imnmx_I(ShaderIrBlock Block, long OpCode)
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{
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EmitImnmx(Block, OpCode, ShaderOper.Imm);
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}
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public static void Imnmx_R(ShaderIrBlock Block, long OpCode)
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{
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EmitImnmx(Block, OpCode, ShaderOper.RR);
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}
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public static void Ipa(ShaderIrBlock Block, long OpCode)
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{
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ShaderIrNode OperA = GetOperAbuf28(OpCode);
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ShaderIrNode OperB = GetOperGpr20 (OpCode);
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ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ipa, OperA, OperB);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
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}
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public static void Iscadd_C(ShaderIrBlock Block, long OpCode)
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{
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EmitIscadd(Block, OpCode, ShaderOper.CR);
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}
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public static void Iscadd_I(ShaderIrBlock Block, long OpCode)
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{
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EmitIscadd(Block, OpCode, ShaderOper.Imm);
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}
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public static void Iscadd_R(ShaderIrBlock Block, long OpCode)
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{
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EmitIscadd(Block, OpCode, ShaderOper.RR);
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}
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public static void Isetp_C(ShaderIrBlock Block, long OpCode)
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{
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EmitIsetp(Block, OpCode, ShaderOper.CR);
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}
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public static void Isetp_I(ShaderIrBlock Block, long OpCode)
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{
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EmitIsetp(Block, OpCode, ShaderOper.Imm);
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}
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public static void Isetp_R(ShaderIrBlock Block, long OpCode)
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{
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EmitIsetp(Block, OpCode, ShaderOper.RR);
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}
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public static void Lop_I32(ShaderIrBlock Block, long OpCode)
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{
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int SubOp = (int)(OpCode >> 53) & 3;
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bool InvA = ((OpCode >> 55) & 1) != 0;
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bool InvB = ((OpCode >> 56) & 1) != 0;
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ShaderIrInst Inst = 0;
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switch (SubOp)
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{
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case 0: Inst = ShaderIrInst.And; break;
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case 1: Inst = ShaderIrInst.Or; break;
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case 2: Inst = ShaderIrInst.Xor; break;
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}
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ShaderIrNode OperA = GetAluNot(GetOperGpr8(OpCode), InvA);
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//SubOp == 3 is pass, used by the not instruction
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//which just moves the inverted register value.
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if (SubOp < 3)
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{
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ShaderIrNode OperB = GetAluNot(GetOperImm32_20(OpCode), InvB);
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ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
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}
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else
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{
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
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}
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}
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public static void Mufu(ShaderIrBlock Block, long OpCode)
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{
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int SubOp = (int)(OpCode >> 20) & 0xf;
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bool AbsA = ((OpCode >> 46) & 1) != 0;
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bool NegA = ((OpCode >> 48) & 1) != 0;
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ShaderIrInst Inst = 0;
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switch (SubOp)
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{
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case 0: Inst = ShaderIrInst.Fcos; break;
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case 1: Inst = ShaderIrInst.Fsin; break;
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case 2: Inst = ShaderIrInst.Fex2; break;
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case 3: Inst = ShaderIrInst.Flg2; break;
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case 4: Inst = ShaderIrInst.Frcp; break;
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case 5: Inst = ShaderIrInst.Frsq; break;
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case 8: Inst = ShaderIrInst.Fsqrt; break;
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default: throw new NotImplementedException(SubOp.ToString());
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}
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ShaderIrNode OperA = GetOperGpr8(OpCode);
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ShaderIrOp Op = new ShaderIrOp(Inst, GetAluFabsFneg(OperA, AbsA, NegA));
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
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}
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public static void Psetp(ShaderIrBlock Block, long OpCode)
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{
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bool NegA = ((OpCode >> 15) & 1) != 0;
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bool NegB = ((OpCode >> 32) & 1) != 0;
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bool NegP = ((OpCode >> 42) & 1) != 0;
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ShaderIrInst LopInst = GetBLop24(OpCode);
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ShaderIrNode OperA = GetOperPred12(OpCode);
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ShaderIrNode OperB = GetOperPred29(OpCode);
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if (NegA)
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{
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OperA = new ShaderIrOp(ShaderIrInst.Bnot, OperA);
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}
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if (NegB)
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{
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OperB = new ShaderIrOp(ShaderIrInst.Bnot, OperB);
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}
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ShaderIrOp Op = new ShaderIrOp(LopInst, OperA, OperB);
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ShaderIrOperPred P0Node = GetOperPred3 (OpCode);
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ShaderIrOperPred P1Node = GetOperPred0 (OpCode);
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ShaderIrOperPred P2Node = GetOperPred39(OpCode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
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LopInst = GetBLop45(OpCode);
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if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
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{
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return;
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}
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ShaderIrNode P2NNode = P2Node;
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if (NegP)
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{
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P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode);
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}
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Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node);
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Op = new ShaderIrOp(LopInst, Op, P2NNode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode));
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Op = new ShaderIrOp(LopInst, P0Node, P2NNode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
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}
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public static void Rro_C(ShaderIrBlock Block, long OpCode)
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{
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EmitRro(Block, OpCode, ShaderOper.CR);
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}
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public static void Rro_I(ShaderIrBlock Block, long OpCode)
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{
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EmitRro(Block, OpCode, ShaderOper.Immf);
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}
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public static void Rro_R(ShaderIrBlock Block, long OpCode)
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{
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EmitRro(Block, OpCode, ShaderOper.RR);
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}
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public static void Shl_C(ShaderIrBlock Block, long OpCode)
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{
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EmitAluBinary(Block, OpCode, ShaderOper.CR, ShaderIrInst.Lsl);
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}
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public static void Shl_I(ShaderIrBlock Block, long OpCode)
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{
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EmitAluBinary(Block, OpCode, ShaderOper.Imm, ShaderIrInst.Lsl);
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}
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public static void Shl_R(ShaderIrBlock Block, long OpCode)
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{
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EmitAluBinary(Block, OpCode, ShaderOper.RR, ShaderIrInst.Lsl);
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}
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public static void Shr_C(ShaderIrBlock Block, long OpCode)
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{
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EmitAluBinary(Block, OpCode, ShaderOper.CR, GetShrInst(OpCode));
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}
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public static void Shr_I(ShaderIrBlock Block, long OpCode)
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{
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EmitAluBinary(Block, OpCode, ShaderOper.Imm, GetShrInst(OpCode));
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}
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public static void Shr_R(ShaderIrBlock Block, long OpCode)
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{
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EmitAluBinary(Block, OpCode, ShaderOper.RR, GetShrInst(OpCode));
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}
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private static ShaderIrInst GetShrInst(long OpCode)
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{
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bool Signed = ((OpCode >> 48) & 1) != 0;
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return Signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
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}
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public static void Xmad_CR(ShaderIrBlock Block, long OpCode)
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{
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EmitXmad(Block, OpCode, ShaderOper.CR);
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}
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public static void Xmad_I(ShaderIrBlock Block, long OpCode)
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{
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EmitXmad(Block, OpCode, ShaderOper.Imm);
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}
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public static void Xmad_RC(ShaderIrBlock Block, long OpCode)
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{
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EmitXmad(Block, OpCode, ShaderOper.RC);
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}
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public static void Xmad_RR(ShaderIrBlock Block, long OpCode)
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{
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EmitXmad(Block, OpCode, ShaderOper.RR);
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}
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private static void EmitAluBinary(
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ShaderIrBlock Block,
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long OpCode,
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ShaderOper Oper,
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ShaderIrInst Inst)
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{
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ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
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switch (Oper)
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{
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case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
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case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
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default: throw new ArgumentException(nameof(Oper));
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}
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ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
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}
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private static void EmitAluBinaryF(
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ShaderIrBlock Block,
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long OpCode,
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ShaderOper Oper,
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ShaderIrInst Inst)
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{
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bool NegB = ((OpCode >> 45) & 1) != 0;
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bool AbsA = ((OpCode >> 46) & 1) != 0;
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bool NegA = ((OpCode >> 48) & 1) != 0;
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bool AbsB = ((OpCode >> 49) & 1) != 0;
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ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
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if (Inst == ShaderIrInst.Fadd)
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{
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OperA = GetAluFabsFneg(OperA, AbsA, NegA);
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}
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switch (Oper)
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{
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case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
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case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
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default: throw new ArgumentException(nameof(Oper));
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}
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OperB = GetAluFabsFneg(OperB, AbsB, NegB);
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ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
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}
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private static void EmitBfe(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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//TODO: Handle the case where position + length
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//is greater than the word size, in this case the sign bit
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//needs to be replicated to fill the remaining space.
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bool NegB = ((OpCode >> 48) & 1) != 0;
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bool NegA = ((OpCode >> 49) & 1) != 0;
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ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
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switch (Oper)
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{
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case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
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case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
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default: throw new ArgumentException(nameof(Oper));
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}
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ShaderIrNode Op;
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bool Signed = ((OpCode >> 48) & 1) != 0; //?
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if (OperB is ShaderIrOperImm PosLen)
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{
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int Position = (PosLen.Value >> 0) & 0xff;
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int Length = (PosLen.Value >> 8) & 0xff;
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int LSh = 32 - (Position + Length);
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ShaderIrInst RightShift = Signed
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? ShaderIrInst.Asr
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: ShaderIrInst.Lsr;
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Op = new ShaderIrOp(ShaderIrInst.Lsl, OperA, new ShaderIrOperImm(LSh));
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Op = new ShaderIrOp(RightShift, Op, new ShaderIrOperImm(LSh + Position));
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}
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else
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{
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ShaderIrOperImm Shift = new ShaderIrOperImm(8);
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ShaderIrOperImm Mask = new ShaderIrOperImm(0xff);
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ShaderIrNode OpPos, OpLen;
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OpPos = new ShaderIrOp(ShaderIrInst.And, OperB, Mask);
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OpLen = new ShaderIrOp(ShaderIrInst.Lsr, OperB, Shift);
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OpLen = new ShaderIrOp(ShaderIrInst.And, OpLen, Mask);
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Op = new ShaderIrOp(ShaderIrInst.Lsr, OperA, OpPos);
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Op = ExtendTo32(Op, Signed, OpLen);
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}
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
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}
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private static void EmitFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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bool NegB = ((OpCode >> 48) & 1) != 0;
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bool NegC = ((OpCode >> 49) & 1) != 0;
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ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC;
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switch (Oper)
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{
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case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
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case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break;
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case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
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default: throw new ArgumentException(nameof(Oper));
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}
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OperB = GetAluFneg(OperB, NegB);
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if (Oper == ShaderOper.RC)
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{
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OperC = GetAluFneg(GetOperCbuf34(OpCode), NegC);
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}
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else
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{
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OperC = GetAluFneg(GetOperGpr39(OpCode), NegC);
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}
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ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC);
|
|
|
|
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
|
|
}
|
|
|
|
private static void EmitIscadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
|
{
|
|
bool NegB = ((OpCode >> 48) & 1) != 0;
|
|
bool NegA = ((OpCode >> 49) & 1) != 0;
|
|
|
|
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
|
|
|
|
ShaderIrOperImm Scale = GetOperImm5_39(OpCode);
|
|
|
|
switch (Oper)
|
|
{
|
|
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
|
|
case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
|
|
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
|
|
|
|
default: throw new ArgumentException(nameof(Oper));
|
|
}
|
|
|
|
OperA = GetAluIneg(OperA, NegA);
|
|
OperB = GetAluIneg(OperB, NegB);
|
|
|
|
ShaderIrOp ScaleOp = new ShaderIrOp(ShaderIrInst.Lsl, OperA, Scale);
|
|
ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, OperB, ScaleOp);
|
|
|
|
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
|
|
}
|
|
|
|
private static void EmitFmnmx(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
|
{
|
|
EmitMnmx(Block, OpCode, true, Oper);
|
|
}
|
|
|
|
private static void EmitImnmx(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
|
{
|
|
EmitMnmx(Block, OpCode, false, Oper);
|
|
}
|
|
|
|
private static void EmitMnmx(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
|
|
{
|
|
bool NegB = ((OpCode >> 45) & 1) != 0;
|
|
bool AbsA = ((OpCode >> 46) & 1) != 0;
|
|
bool NegA = ((OpCode >> 48) & 1) != 0;
|
|
bool AbsB = ((OpCode >> 49) & 1) != 0;
|
|
|
|
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
|
|
|
|
if (IsFloat)
|
|
{
|
|
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
|
|
}
|
|
else
|
|
{
|
|
OperA = GetAluIabsIneg(OperA, AbsA, NegA);
|
|
}
|
|
|
|
switch (Oper)
|
|
{
|
|
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
|
|
case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
|
|
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
|
|
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
|
|
|
|
default: throw new ArgumentException(nameof(Oper));
|
|
}
|
|
|
|
if (IsFloat)
|
|
{
|
|
OperB = GetAluFabsFneg(OperB, AbsB, NegB);
|
|
}
|
|
else
|
|
{
|
|
OperB = GetAluIabsIneg(OperB, AbsB, NegB);
|
|
}
|
|
|
|
ShaderIrOperPred Pred = GetOperPred39(OpCode);
|
|
|
|
ShaderIrOp Op;
|
|
|
|
ShaderIrInst MaxInst = IsFloat ? ShaderIrInst.Fmax : ShaderIrInst.Max;
|
|
ShaderIrInst MinInst = IsFloat ? ShaderIrInst.Fmin : ShaderIrInst.Min;
|
|
|
|
if (Pred.IsConst)
|
|
{
|
|
bool IsMax = ((OpCode >> 42) & 1) != 0;
|
|
|
|
Op = new ShaderIrOp(IsMax
|
|
? MaxInst
|
|
: MinInst, OperA, OperB);
|
|
|
|
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
|
|
}
|
|
else
|
|
{
|
|
ShaderIrNode PredN = GetOperPred39N(OpCode);
|
|
|
|
ShaderIrOp OpMax = new ShaderIrOp(MaxInst, OperA, OperB);
|
|
ShaderIrOp OpMin = new ShaderIrOp(MinInst, OperA, OperB);
|
|
|
|
ShaderIrAsg AsgMax = new ShaderIrAsg(GetOperGpr0(OpCode), OpMax);
|
|
ShaderIrAsg AsgMin = new ShaderIrAsg(GetOperGpr0(OpCode), OpMin);
|
|
|
|
Block.AddNode(GetPredNode(new ShaderIrCond(PredN, AsgMax, Not: true), OpCode));
|
|
Block.AddNode(GetPredNode(new ShaderIrCond(PredN, AsgMin, Not: false), OpCode));
|
|
}
|
|
}
|
|
|
|
private static void EmitRro(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
|
{
|
|
//Note: this is a range reduction instruction and is supposed to
|
|
//be used with Mufu, here it just moves the value and ignores the operation.
|
|
bool NegA = ((OpCode >> 45) & 1) != 0;
|
|
bool AbsA = ((OpCode >> 49) & 1) != 0;
|
|
|
|
ShaderIrNode OperA;
|
|
|
|
switch (Oper)
|
|
{
|
|
case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
|
|
case ShaderOper.Immf: OperA = GetOperImmf19_20(OpCode); break;
|
|
case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); break;
|
|
|
|
default: throw new ArgumentException(nameof(Oper));
|
|
}
|
|
|
|
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
|
|
|
|
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
|
|
}
|
|
|
|
private static void EmitFset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
|
{
|
|
EmitSet(Block, OpCode, true, Oper);
|
|
}
|
|
|
|
private static void EmitIset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
|
{
|
|
EmitSet(Block, OpCode, false, Oper);
|
|
}
|
|
|
|
private static void EmitSet(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
|
|
{
|
|
bool NegA = ((OpCode >> 43) & 1) != 0;
|
|
bool AbsB = ((OpCode >> 44) & 1) != 0;
|
|
bool BoolFloat = ((OpCode >> 52) & 1) != 0;
|
|
bool NegB = ((OpCode >> 53) & 1) != 0;
|
|
bool AbsA = ((OpCode >> 54) & 1) != 0;
|
|
|
|
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
|
|
|
|
switch (Oper)
|
|
{
|
|
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
|
|
case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
|
|
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
|
|
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
|
|
|
|
default: throw new ArgumentException(nameof(Oper));
|
|
}
|
|
|
|
ShaderIrInst CmpInst;
|
|
|
|
if (IsFloat)
|
|
{
|
|
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
|
|
OperB = GetAluFabsFneg(OperB, AbsB, NegB);
|
|
|
|
CmpInst = GetCmpF(OpCode);
|
|
}
|
|
else
|
|
{
|
|
CmpInst = GetCmp(OpCode);
|
|
}
|
|
|
|
ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
|
|
|
|
ShaderIrInst LopInst = GetBLop45(OpCode);
|
|
|
|
ShaderIrOperPred PNode = GetOperPred39(OpCode);
|
|
|
|
ShaderIrNode Imm0, Imm1;
|
|
|
|
if (BoolFloat)
|
|
{
|
|
Imm0 = new ShaderIrOperImmf(0);
|
|
Imm1 = new ShaderIrOperImmf(1);
|
|
}
|
|
else
|
|
{
|
|
Imm0 = new ShaderIrOperImm(0);
|
|
Imm1 = new ShaderIrOperImm(-1);
|
|
}
|
|
|
|
ShaderIrNode Asg0 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm0);
|
|
ShaderIrNode Asg1 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm1);
|
|
|
|
if (LopInst != ShaderIrInst.Band || !PNode.IsConst)
|
|
{
|
|
ShaderIrOp Op2 = new ShaderIrOp(LopInst, Op, PNode);
|
|
|
|
Asg0 = new ShaderIrCond(Op2, Asg0, Not: true);
|
|
Asg1 = new ShaderIrCond(Op2, Asg1, Not: false);
|
|
}
|
|
else
|
|
{
|
|
Asg0 = new ShaderIrCond(Op, Asg0, Not: true);
|
|
Asg1 = new ShaderIrCond(Op, Asg1, Not: false);
|
|
}
|
|
|
|
Block.AddNode(GetPredNode(Asg0, OpCode));
|
|
Block.AddNode(GetPredNode(Asg1, OpCode));
|
|
}
|
|
|
|
private static void EmitFsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
|
{
|
|
EmitSetp(Block, OpCode, true, Oper);
|
|
}
|
|
|
|
private static void EmitIsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
|
{
|
|
EmitSetp(Block, OpCode, false, Oper);
|
|
}
|
|
|
|
private static void EmitSetp(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
|
|
{
|
|
bool AbsA = ((OpCode >> 7) & 1) != 0;
|
|
bool NegP = ((OpCode >> 42) & 1) != 0;
|
|
bool NegA = ((OpCode >> 43) & 1) != 0;
|
|
bool AbsB = ((OpCode >> 44) & 1) != 0;
|
|
|
|
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
|
|
|
|
switch (Oper)
|
|
{
|
|
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
|
|
case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
|
|
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
|
|
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
|
|
|
|
default: throw new ArgumentException(nameof(Oper));
|
|
}
|
|
|
|
ShaderIrInst CmpInst;
|
|
|
|
if (IsFloat)
|
|
{
|
|
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
|
|
OperB = GetAluFabs (OperB, AbsB);
|
|
|
|
CmpInst = GetCmpF(OpCode);
|
|
}
|
|
else
|
|
{
|
|
CmpInst = GetCmp(OpCode);
|
|
}
|
|
|
|
ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
|
|
|
|
ShaderIrOperPred P0Node = GetOperPred3 (OpCode);
|
|
ShaderIrOperPred P1Node = GetOperPred0 (OpCode);
|
|
ShaderIrOperPred P2Node = GetOperPred39(OpCode);
|
|
|
|
Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
|
|
|
|
ShaderIrInst LopInst = GetBLop45(OpCode);
|
|
|
|
if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ShaderIrNode P2NNode = P2Node;
|
|
|
|
if (NegP)
|
|
{
|
|
P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode);
|
|
}
|
|
|
|
Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node);
|
|
|
|
Op = new ShaderIrOp(LopInst, Op, P2NNode);
|
|
|
|
Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode));
|
|
|
|
Op = new ShaderIrOp(LopInst, P0Node, P2NNode);
|
|
|
|
Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
|
|
}
|
|
|
|
private static void EmitXmad(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
|
{
|
|
//TODO: Confirm SignAB/C, it is just a guess.
|
|
//TODO: Implement Mode 3 (CSFU), what it does?
|
|
bool SignAB = ((OpCode >> 48) & 1) != 0;
|
|
bool SignC = ((OpCode >> 49) & 1) != 0;
|
|
bool HighB = ((OpCode >> 52) & 1) != 0;
|
|
bool HighA = ((OpCode >> 53) & 1) != 0;
|
|
|
|
int Mode = (int)(OpCode >> 50) & 7;
|
|
|
|
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC;
|
|
|
|
ShaderIrOperImm Imm16 = new ShaderIrOperImm(16);
|
|
ShaderIrOperImm ImmMsk = new ShaderIrOperImm(0xffff);
|
|
|
|
ShaderIrInst ShiftAB = SignAB ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
|
|
ShaderIrInst ShiftC = SignC ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
|
|
|
|
if (HighA)
|
|
{
|
|
OperA = new ShaderIrOp(ShiftAB, OperA, Imm16);
|
|
}
|
|
|
|
switch (Oper)
|
|
{
|
|
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
|
|
case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
|
|
case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break;
|
|
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
|
|
|
|
default: throw new ArgumentException(nameof(Oper));
|
|
}
|
|
|
|
bool ProductShiftLeft = false, Merge = false;
|
|
|
|
if (Oper == ShaderOper.RC)
|
|
{
|
|
OperC = GetOperCbuf34(OpCode);
|
|
}
|
|
else
|
|
{
|
|
OperC = GetOperGpr39(OpCode);
|
|
|
|
ProductShiftLeft = ((OpCode >> 36) & 1) != 0;
|
|
Merge = ((OpCode >> 37) & 1) != 0;
|
|
}
|
|
|
|
switch (Mode)
|
|
{
|
|
//CLO.
|
|
case 1: OperC = ExtendTo32(OperC, SignC, 16); break;
|
|
|
|
//CHI.
|
|
case 2: OperC = new ShaderIrOp(ShiftC, OperC, Imm16); break;
|
|
}
|
|
|
|
ShaderIrNode OperBH = OperB;
|
|
|
|
if (HighB)
|
|
{
|
|
OperBH = new ShaderIrOp(ShiftAB, OperBH, Imm16);
|
|
}
|
|
|
|
ShaderIrOp MulOp = new ShaderIrOp(ShaderIrInst.Mul, OperA, OperBH);
|
|
|
|
if (ProductShiftLeft)
|
|
{
|
|
MulOp = new ShaderIrOp(ShaderIrInst.Lsl, MulOp, Imm16);
|
|
}
|
|
|
|
ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, MulOp, OperC);
|
|
|
|
if (Merge)
|
|
{
|
|
AddOp = new ShaderIrOp(ShaderIrInst.And, AddOp, ImmMsk);
|
|
OperB = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
|
|
AddOp = new ShaderIrOp(ShaderIrInst.Or, AddOp, OperB);
|
|
}
|
|
|
|
if (Mode == 4)
|
|
{
|
|
OperB = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
|
|
AddOp = new ShaderIrOp(ShaderIrInst.Or, AddOp, OperB);
|
|
}
|
|
|
|
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
|
|
}
|
|
}
|
|
} |