forked from Mirror/Ryujinx
211 lines
6 KiB
C#
211 lines
6 KiB
C#
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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 ShaderIrOperAbuf[] GetOperAbuf20(long OpCode)
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{
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int Abuf = (int)(OpCode >> 20) & 0x3ff;
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int Reg = (int)(OpCode >> 39) & 0xff;
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int Size = (int)(OpCode >> 47) & 3;
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ShaderIrOperAbuf[] Opers = new ShaderIrOperAbuf[Size + 1];
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for (int Index = 0; Index <= Size; Index++)
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{
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Opers[Index] = new ShaderIrOperAbuf(Abuf, Reg);
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}
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return Opers;
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}
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public static ShaderIrOperAbuf GetOperAbuf28(long OpCode)
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{
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int Abuf = (int)(OpCode >> 28) & 0x3ff;
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int Reg = (int)(OpCode >> 39) & 0xff;
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return new ShaderIrOperAbuf(Abuf, Reg);
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}
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public static ShaderIrOperCbuf GetOperCbuf34(long OpCode)
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{
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return new ShaderIrOperCbuf(
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(int)(OpCode >> 34) & 0x1f,
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(int)(OpCode >> 20) & 0x3fff);
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}
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public static ShaderIrOperGpr GetOperGpr8(long OpCode)
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{
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return new ShaderIrOperGpr((int)(OpCode >> 8) & 0xff);
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}
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public static ShaderIrOperGpr GetOperGpr20(long OpCode)
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{
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return new ShaderIrOperGpr((int)(OpCode >> 20) & 0xff);
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}
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public static ShaderIrOperGpr GetOperGpr39(long OpCode)
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{
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return new ShaderIrOperGpr((int)(OpCode >> 39) & 0xff);
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}
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public static ShaderIrOperGpr GetOperGpr0(long OpCode)
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{
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return new ShaderIrOperGpr((int)(OpCode >> 0) & 0xff);
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}
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public static ShaderIrOperGpr GetOperGpr28(long OpCode)
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{
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return new ShaderIrOperGpr((int)(OpCode >> 28) & 0xff);
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}
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public static ShaderIrNode GetOperImm19_20(long OpCode)
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{
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int Value = (int)(OpCode >> 20) & 0x7ffff;
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bool Neg = ((OpCode >> 56) & 1) != 0;
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if (Neg)
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{
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Value = -Value;
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}
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return new ShaderIrOperImm((int)Value);
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}
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public static ShaderIrNode GetOperImmf19_20(long OpCode)
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{
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uint Imm = (uint)(OpCode >> 20) & 0x7ffff;
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bool Neg = ((OpCode >> 56) & 1) != 0;
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Imm <<= 12;
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if (Neg)
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{
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Imm |= 0x80000000;
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}
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float Value = BitConverter.Int32BitsToSingle((int)Imm);
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return new ShaderIrOperImmf(Value);
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}
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public static ShaderIrOperImm GetOperImm13_36(long OpCode)
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{
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return new ShaderIrOperImm((int)(OpCode >> 36) & 0x1fff);
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}
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public static ShaderIrOperImm GetOperImm32_20(long OpCode)
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{
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return new ShaderIrOperImm((int)(OpCode >> 20));
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}
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public static ShaderIrOperPred GetOperPred3(long OpCode)
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{
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return new ShaderIrOperPred((int)(OpCode >> 3) & 7);
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}
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public static ShaderIrOperPred GetOperPred0(long OpCode)
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{
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return new ShaderIrOperPred((int)(OpCode >> 0) & 7);
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}
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public static ShaderIrNode GetOperPred39N(long OpCode)
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{
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ShaderIrNode Node = GetOperPred39(OpCode);
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if (((OpCode >> 42) & 1) != 0)
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{
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Node = new ShaderIrOp(ShaderIrInst.Bnot, Node);
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}
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return Node;
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}
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public static ShaderIrOperPred GetOperPred39(long OpCode)
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{
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return new ShaderIrOperPred((int)(OpCode >> 39) & 7);
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}
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public static ShaderIrInst GetCmp(long OpCode)
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{
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switch ((int)(OpCode >> 48) & 0xf)
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{
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case 0x1: return ShaderIrInst.Clt;
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case 0x2: return ShaderIrInst.Ceq;
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case 0x3: return ShaderIrInst.Cle;
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case 0x4: return ShaderIrInst.Cgt;
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case 0x5: return ShaderIrInst.Cne;
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case 0x6: return ShaderIrInst.Cge;
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case 0x7: return ShaderIrInst.Cnum;
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case 0x8: return ShaderIrInst.Cnan;
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case 0x9: return ShaderIrInst.Cltu;
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case 0xa: return ShaderIrInst.Cequ;
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case 0xb: return ShaderIrInst.Cleu;
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case 0xc: return ShaderIrInst.Cgtu;
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case 0xd: return ShaderIrInst.Cneu;
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case 0xe: return ShaderIrInst.Cgeu;
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}
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throw new ArgumentException(nameof(OpCode));
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}
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public static ShaderIrInst GetBLop(long OpCode)
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{
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switch ((int)(OpCode >> 45) & 3)
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{
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case 0: return ShaderIrInst.Band;
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case 1: return ShaderIrInst.Bor;
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case 2: return ShaderIrInst.Bxor;
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}
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throw new ArgumentException(nameof(OpCode));
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}
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public static ShaderIrNode GetPredNode(ShaderIrNode Node, long OpCode)
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{
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ShaderIrOperPred Pred = GetPredNode(OpCode);
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if (Pred.Index != ShaderIrOperPred.UnusedIndex)
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{
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Node = new ShaderIrCond(Pred, Node);
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}
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return Node;
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}
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private static ShaderIrOperPred GetPredNode(long OpCode)
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{
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int Pred = (int)(OpCode >> 16) & 0xf;
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if (Pred != 0xf)
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{
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Pred &= 7;
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}
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return new ShaderIrOperPred(Pred);
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}
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public static ShaderIrNode GetAluAbsNeg(ShaderIrNode Node, bool Abs, bool Neg)
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{
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return GetAluNeg(GetAluAbs(Node, Abs), Neg);
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}
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public static ShaderIrNode GetAluAbs(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 GetAluNeg(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 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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}
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}
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