mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-20 02:46:35 +00:00
Some small gpu improvements and shader improvements, add support for ASTC 4x4 textures (slow!)
This commit is contained in:
parent
aeb1bbf50c
commit
53a6922f87
11 changed files with 332 additions and 100 deletions
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@ -182,6 +182,13 @@ namespace Ryujinx.Core.Gpu
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Gpu.Renderer.SetBlendEnable(Enable);
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if (!Enable)
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{
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//If blend is not enabled, then the other values have no effect.
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//Note that if it is disabled, the register may contain invalid values.
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return;
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}
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bool BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
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GalBlendEquation EquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
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@ -362,6 +369,7 @@ namespace Ryujinx.Core.Gpu
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bool Enable = (Control & 0x1000) != 0;
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long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
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long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
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if (!Enable)
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{
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@ -374,11 +382,7 @@ namespace Ryujinx.Core.Gpu
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if (IndexCount != 0)
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{
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Size = GetVertexCountFromIndexBuffer(
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Vmm,
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IndexPosition,
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IndexCount,
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IndexSize);
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Size = (VertexEndPos - VertexPosition) + 1;
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}
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else
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{
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@ -410,62 +414,6 @@ namespace Ryujinx.Core.Gpu
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}
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}
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private int GetVertexCountFromIndexBuffer(
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NvGpuVmm Vmm,
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long IndexPosition,
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int IndexCount,
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int IndexSize)
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{
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int MaxIndex = -1;
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if (IndexSize == 2)
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{
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while (IndexCount -- > 0)
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{
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ushort Value = Vmm.ReadUInt16(IndexPosition);
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IndexPosition += 2;
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if (MaxIndex < Value)
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{
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MaxIndex = Value;
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}
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}
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}
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else if (IndexSize == 1)
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{
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while (IndexCount -- > 0)
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{
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byte Value = Vmm.ReadByte(IndexPosition++);
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if (MaxIndex < Value)
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{
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MaxIndex = Value;
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}
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}
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}
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else if (IndexSize == 4)
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{
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while (IndexCount -- > 0)
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{
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uint Value = Vmm.ReadUInt32(IndexPosition);
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IndexPosition += 2;
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if (MaxIndex < Value)
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{
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MaxIndex = (int)Value;
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}
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}
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}
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else
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{
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throw new ArgumentOutOfRangeException(nameof(IndexSize));
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}
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return MaxIndex + 1;
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}
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private void QueryControl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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{
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long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.QueryAddress);
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@ -23,6 +23,7 @@ namespace Ryujinx.Core.Gpu
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case GalTextureFormat.BC3: return Read16Bpt4x4(Memory, Texture);
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case GalTextureFormat.BC4: return Read8Bpt4x4 (Memory, Texture);
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case GalTextureFormat.BC5: return Read16Bpt4x4(Memory, Texture);
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case GalTextureFormat.Astc2D4x4: return Read16Bpt4x4(Memory, Texture);
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}
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throw new NotImplementedException(Texture.Format.ToString());
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@ -14,6 +14,20 @@ namespace Ryujinx.Graphics.Gal
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BC2 = 0x25,
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BC3 = 0x26,
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BC4 = 0x27,
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BC5 = 0x28
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BC5 = 0x28,
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Astc2D4x4 = 0x40,
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Astc2D5x5 = 0x41,
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Astc2D6x6 = 0x42,
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Astc2D8x8 = 0x44,
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Astc2D10x10 = 0x45,
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Astc2D12x12 = 0x46,
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Astc2D5x4 = 0x50,
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Astc2D6x5 = 0x51,
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Astc2D8x6 = 0x52,
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Astc2D10x8 = 0x53,
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Astc2D12x10 = 0x54,
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Astc2D8x5 = 0x55,
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Astc2D10x5 = 0x56,
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Astc2D10x6 = 0x57
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}
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}
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@ -59,14 +59,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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switch (Format)
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{
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case GalTextureFormat.R32G32B32A32: return (PixelFormat.Rgba, PixelType.Float);
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case GalTextureFormat.R16G16B16A16: return (PixelFormat.Rgba, PixelType.HalfFloat);
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case GalTextureFormat.A8B8G8R8: return (PixelFormat.Rgba, PixelType.UnsignedByte);
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case GalTextureFormat.R32: return (PixelFormat.Red, PixelType.Float);
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case GalTextureFormat.A1B5G5R5: return (PixelFormat.Rgba, PixelType.UnsignedShort5551);
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case GalTextureFormat.B5G6R5: return (PixelFormat.Rgb, PixelType.UnsignedShort565);
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case GalTextureFormat.G8R8: return (PixelFormat.Rg, PixelType.UnsignedByte);
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case GalTextureFormat.R8: return (PixelFormat.Red, PixelType.UnsignedByte);
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case GalTextureFormat.A8B8G8R8: return (PixelFormat.Rgba, PixelType.UnsignedByte);
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case GalTextureFormat.A1B5G5R5: return (PixelFormat.Rgba, PixelType.UnsignedShort5551);
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case GalTextureFormat.B5G6R5: return (PixelFormat.Rgb, PixelType.UnsignedShort565);
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}
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throw new NotImplementedException(Format.ToString());
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@ -150,20 +145,20 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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switch (BlendEquation)
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{
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default:
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case GalBlendEquation.FuncAdd: return BlendEquationMode.FuncAdd;
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case GalBlendEquation.FuncSubtract: return BlendEquationMode.FuncSubtract;
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case GalBlendEquation.FuncReverseSubtract: return BlendEquationMode.FuncReverseSubtract;
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case GalBlendEquation.Min: return BlendEquationMode.Min;
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case GalBlendEquation.Max: return BlendEquationMode.Max;
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}
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throw new ArgumentException(nameof(BlendEquation));
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}
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public static BlendingFactorSrc GetBlendFactorSrc(GalBlendFactor BlendFactor)
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{
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switch (BlendFactor)
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{
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default:
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case GalBlendFactor.Zero: return BlendingFactorSrc.Zero;
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case GalBlendFactor.One: return BlendingFactorSrc.One;
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case GalBlendFactor.SrcColor: return BlendingFactorSrc.SrcColor;
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@ -184,13 +179,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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case GalBlendFactor.Src1Alpha: return BlendingFactorSrc.Src1Alpha;
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case GalBlendFactor.OneMinusSrc1Alpha: return BlendingFactorSrc.OneMinusSrc1Alpha;
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}
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throw new ArgumentException(nameof(BlendFactor));
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}
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public static BlendingFactorDest GetBlendFactorDst(GalBlendFactor BlendFactor)
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{
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switch (BlendFactor)
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{
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default:
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case GalBlendFactor.Zero: return BlendingFactorDest.Zero;
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case GalBlendFactor.One: return BlendingFactorDest.One;
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case GalBlendFactor.SrcColor: return BlendingFactorDest.SrcColor;
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@ -211,6 +207,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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case GalBlendFactor.Src1Alpha: return BlendingFactorDest.Src1Alpha;
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case GalBlendFactor.OneMinusSrc1Alpha: return BlendingFactorDest.OneMinusSrc1Alpha;
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}
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throw new ArgumentException(nameof(BlendFactor));
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}
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}
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}
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@ -91,7 +91,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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private ShaderStage ShaderStageFactory(IGalMemory Memory, long Position, GalShaderType Type)
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{
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GlslProgram Program = GetGlslProgram(Memory, Position, Type);
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GlslProgram Program = GetGlslProgram(Memory, Position, Type);
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return new ShaderStage(
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Type,
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@ -1,4 +1,6 @@
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.Gal.Texture;
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using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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@ -36,6 +38,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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else
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{
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if (Texture.Format >= GalTextureFormat.Astc2D4x4)
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{
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ConvertAstcTextureToRgba(Texture);
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}
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const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
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(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(Texture.Format);
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@ -63,6 +70,62 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleA, SwizzleA);
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}
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private void ConvertAstcTextureToRgba(GalTexture Texture)
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{
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Texture.Data = ASTCDecoder.DecodeToRGBA8888(
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Texture.Data,
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GetAstcBlockWidth(Texture.Format),
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GetAstcBlockHeight(Texture.Format), 1,
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Texture.Width,
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Texture.Height, 1);
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}
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private int GetAstcBlockWidth(GalTextureFormat Format)
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{
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switch (Format)
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{
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case GalTextureFormat.Astc2D4x4: return 4;
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case GalTextureFormat.Astc2D5x5: return 5;
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case GalTextureFormat.Astc2D6x6: return 6;
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case GalTextureFormat.Astc2D8x8: return 8;
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case GalTextureFormat.Astc2D10x10: return 10;
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case GalTextureFormat.Astc2D12x12: return 12;
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case GalTextureFormat.Astc2D5x4: return 5;
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case GalTextureFormat.Astc2D6x5: return 6;
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case GalTextureFormat.Astc2D8x6: return 8;
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case GalTextureFormat.Astc2D10x8: return 10;
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case GalTextureFormat.Astc2D12x10: return 12;
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case GalTextureFormat.Astc2D8x5: return 8;
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case GalTextureFormat.Astc2D10x5: return 10;
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case GalTextureFormat.Astc2D10x6: return 10;
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}
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throw new ArgumentException(nameof(Format));
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}
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private int GetAstcBlockHeight(GalTextureFormat Format)
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{
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switch (Format)
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{
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case GalTextureFormat.Astc2D4x4: return 4;
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case GalTextureFormat.Astc2D5x5: return 5;
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case GalTextureFormat.Astc2D6x6: return 6;
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case GalTextureFormat.Astc2D8x8: return 8;
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case GalTextureFormat.Astc2D10x10: return 10;
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case GalTextureFormat.Astc2D12x12: return 12;
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case GalTextureFormat.Astc2D5x4: return 4;
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case GalTextureFormat.Astc2D6x5: return 5;
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case GalTextureFormat.Astc2D8x6: return 6;
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case GalTextureFormat.Astc2D10x8: return 8;
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case GalTextureFormat.Astc2D12x10: return 10;
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case GalTextureFormat.Astc2D8x5: return 5;
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case GalTextureFormat.Astc2D10x5: return 5;
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case GalTextureFormat.Astc2D10x6: return 6;
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}
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throw new ArgumentException(nameof(Format));
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}
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public void Bind(int Index)
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{
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int Handle = EnsureTextureInitialized(Index);
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@ -389,6 +389,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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SB.AppendLine(Identation + "gl_Position.xy *= flip;");
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SB.AppendLine(Identation + GlslDecl.PositionOutAttrName + " = gl_Position;");
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SB.AppendLine(Identation + GlslDecl.PositionOutAttrName + ".w = 1;");
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}
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}
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@ -243,6 +243,75 @@ 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 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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@ -445,6 +514,33 @@ 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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private static void EmitIscadd(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 NegA = ((OpCode >> 49) & 1) != 0;
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ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
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ShaderIrOperImm Scale = GetOperImm5_39(OpCode);
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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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OperA = GetAluIneg(OperA, NegA);
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OperB = GetAluIneg(OperB, NegB);
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ShaderIrOp ScaleOp = new ShaderIrOp(ShaderIrInst.Lsl, OperA, Scale);
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ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, OperB, ScaleOp);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
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}
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private static void EmitFmnmx(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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EmitMnmx(Block, OpCode, true, Oper);
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@ -524,31 +620,27 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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}
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private static void EmitIscadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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public static void EmitRro(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 NegA = ((OpCode >> 49) & 1) != 0;
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//Note: this is a range reduction instruction and is supposed to
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//be used with Mufu, here it just moves the value and ignores the operation.
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bool NegA = ((OpCode >> 45) & 1) != 0;
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bool AbsA = ((OpCode >> 49) & 1) != 0;
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ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
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ShaderIrOperImm Scale = GetOperImm5_39(OpCode);
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ShaderIrNode OperA;
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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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case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Immf: OperA = GetOperImmf19_20(OpCode); break;
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case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); break;
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default: throw new ArgumentException(nameof(Oper));
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}
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OperA = GetAluIneg(OperA, NegA);
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OperB = GetAluIneg(OperB, NegB);
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OperA = GetAluFabsFneg(OperA, AbsA, NegA);
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ShaderIrOp ScaleOp = new ShaderIrOp(ShaderIrInst.Lsl, OperA, Scale);
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ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, OperB, ScaleOp);
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||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
|
||||
}
|
||||
|
||||
private static void EmitFset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
||||
|
@ -597,7 +689,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
|
||||
|
||||
ShaderIrInst LopInst = GetBLop(OpCode);
|
||||
ShaderIrInst LopInst = GetBLop45(OpCode);
|
||||
|
||||
ShaderIrOperPred PNode = GetOperPred39(OpCode);
|
||||
|
||||
|
@ -685,7 +777,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
|
||||
|
||||
ShaderIrInst LopInst = GetBLop(OpCode);
|
||||
ShaderIrInst LopInst = GetBLop45(OpCode);
|
||||
|
||||
if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
|
||||
{
|
||||
|
|
|
@ -119,14 +119,24 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
return new ShaderIrOperImmf(Value);
|
||||
}
|
||||
|
||||
public static ShaderIrOperPred GetOperPred0(long OpCode)
|
||||
{
|
||||
return new ShaderIrOperPred((int)(OpCode >> 0) & 7);
|
||||
}
|
||||
|
||||
public static ShaderIrOperPred GetOperPred3(long OpCode)
|
||||
{
|
||||
return new ShaderIrOperPred((int)(OpCode >> 3) & 7);
|
||||
}
|
||||
|
||||
public static ShaderIrOperPred GetOperPred0(long OpCode)
|
||||
public static ShaderIrOperPred GetOperPred12(long OpCode)
|
||||
{
|
||||
return new ShaderIrOperPred((int)(OpCode >> 0) & 7);
|
||||
return new ShaderIrOperPred((int)(OpCode >> 12) & 7);
|
||||
}
|
||||
|
||||
public static ShaderIrOperPred GetOperPred29(long OpCode)
|
||||
{
|
||||
return new ShaderIrOperPred((int)(OpCode >> 29) & 7);
|
||||
}
|
||||
|
||||
public static ShaderIrNode GetOperPred39N(long OpCode)
|
||||
|
@ -184,7 +194,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
throw new ArgumentException(nameof(OpCode));
|
||||
}
|
||||
|
||||
public static ShaderIrInst GetBLop(long OpCode)
|
||||
public static ShaderIrInst GetBLop45(long OpCode)
|
||||
{
|
||||
switch ((int)(OpCode >> 45) & 3)
|
||||
{
|
||||
|
@ -196,6 +206,18 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
throw new ArgumentException(nameof(OpCode));
|
||||
}
|
||||
|
||||
public static ShaderIrInst GetBLop24(long OpCode)
|
||||
{
|
||||
switch ((int)(OpCode >> 24) & 3)
|
||||
{
|
||||
case 0: return ShaderIrInst.Band;
|
||||
case 1: return ShaderIrInst.Bor;
|
||||
case 2: return ShaderIrInst.Bxor;
|
||||
}
|
||||
|
||||
throw new ArgumentException(nameof(OpCode));
|
||||
}
|
||||
|
||||
public static ShaderIrNode GetPredNode(ShaderIrNode Node, long OpCode)
|
||||
{
|
||||
ShaderIrOperPred Pred = GetPredNode(OpCode);
|
||||
|
|
|
@ -6,6 +6,8 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
{
|
||||
static partial class ShaderDecode
|
||||
{
|
||||
private const int TempRegStart = 0x100;
|
||||
|
||||
public static void Ld_A(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
ShaderIrNode[] Opers = GetOperAbuf20(OpCode);
|
||||
|
@ -92,6 +94,62 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Block.AddNode(GetPredNode(new ShaderIrAsg(OperA, Op1), OpCode)); //Is this right?
|
||||
}
|
||||
|
||||
public static void Tex(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
//TODO: Support other formats.
|
||||
ShaderIrOperGpr[] Coords = new ShaderIrOperGpr[2];
|
||||
|
||||
for (int Index = 0; Index < Coords.Length; Index++)
|
||||
{
|
||||
Coords[Index] = GetOperGpr8(OpCode);
|
||||
|
||||
Coords[Index].Index += Index;
|
||||
|
||||
if (Coords[Index].Index > ShaderIrOperGpr.ZRIndex)
|
||||
{
|
||||
Coords[Index].Index = ShaderIrOperGpr.ZRIndex;
|
||||
}
|
||||
}
|
||||
|
||||
int ChMask = (int)(OpCode >> 31) & 0xf;
|
||||
|
||||
ShaderIrNode OperC = GetOperImm13_36(OpCode);
|
||||
|
||||
for (int Ch = 0; Ch < 4; Ch++)
|
||||
{
|
||||
ShaderIrOperGpr Dst = new ShaderIrOperGpr(TempRegStart + Ch);
|
||||
|
||||
ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
|
||||
|
||||
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Texs, Coords[0], Coords[1], OperC, Meta);
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Op), OpCode));
|
||||
}
|
||||
|
||||
int RegInc = 0;
|
||||
|
||||
for (int Ch = 0; Ch < 4; Ch++)
|
||||
{
|
||||
if (!IsChannelUsed(ChMask, Ch))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ShaderIrOperGpr Src = new ShaderIrOperGpr(TempRegStart + Ch);
|
||||
|
||||
ShaderIrOperGpr Dst = GetOperGpr0(OpCode);
|
||||
|
||||
Dst.Index += RegInc++;
|
||||
|
||||
if (Dst.Index >= ShaderIrOperGpr.ZRIndex)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Src), OpCode));
|
||||
}
|
||||
}
|
||||
|
||||
public static void Texs(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
EmitTex(Block, OpCode, ShaderIrInst.Texs);
|
||||
|
@ -109,11 +167,24 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
ShaderIrNode OperB = GetOperGpr20 (OpCode);
|
||||
ShaderIrNode OperC = GetOperImm13_36(OpCode);
|
||||
|
||||
bool TwoDests = GetOperGpr28(OpCode).Index != ShaderIrOperGpr.ZRIndex;
|
||||
|
||||
int ChMask;
|
||||
|
||||
switch ((OpCode >> 50) & 7)
|
||||
{
|
||||
case 0: ChMask = TwoDests ? 0x7 : 0x1; break;
|
||||
case 1: ChMask = TwoDests ? 0xb : 0x2; break;
|
||||
case 2: ChMask = TwoDests ? 0xd : 0x4; break;
|
||||
case 3: ChMask = TwoDests ? 0xe : 0x8; break;
|
||||
case 4: ChMask = TwoDests ? 0xf : 0x3; break;
|
||||
|
||||
default: throw new InvalidOperationException();
|
||||
}
|
||||
|
||||
for (int Ch = 0; Ch < 4; Ch++)
|
||||
{
|
||||
//Assign it to a temp because the destination registers
|
||||
//may be used as texture coord input aswell.
|
||||
ShaderIrOperGpr Dst = new ShaderIrOperGpr(0x100 + Ch);
|
||||
ShaderIrOperGpr Dst = new ShaderIrOperGpr(TempRegStart + Ch);
|
||||
|
||||
ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
|
||||
|
||||
|
@ -122,15 +193,22 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Op), OpCode));
|
||||
}
|
||||
|
||||
int RegInc = 0;
|
||||
|
||||
for (int Ch = 0; Ch < 4; Ch++)
|
||||
{
|
||||
ShaderIrOperGpr Src = new ShaderIrOperGpr(0x100 + Ch);
|
||||
if (!IsChannelUsed(ChMask, Ch))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ShaderIrOperGpr Dst = (Ch >> 1) != 0
|
||||
ShaderIrOperGpr Src = new ShaderIrOperGpr(TempRegStart + Ch);
|
||||
|
||||
ShaderIrOperGpr Dst = (RegInc >> 1) != 0
|
||||
? GetOperGpr28(OpCode)
|
||||
: GetOperGpr0 (OpCode);
|
||||
|
||||
Dst.Index += Ch & 1;
|
||||
Dst.Index += RegInc++ & 1;
|
||||
|
||||
if (Dst.Index >= ShaderIrOperGpr.ZRIndex)
|
||||
{
|
||||
|
@ -138,7 +216,17 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
}
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Src), OpCode));
|
||||
|
||||
/*if (IsScalar)
|
||||
{
|
||||
break;
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsChannelUsed(int ChMask, int Ch)
|
||||
{
|
||||
return (ChMask & (1 << Ch)) != 0;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -82,6 +82,10 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Set("000000010000xx", ShaderDecode.Mov_I32);
|
||||
Set("0101110010011x", ShaderDecode.Mov_R);
|
||||
Set("0101000010000x", ShaderDecode.Mufu);
|
||||
Set("0101000010010x", ShaderDecode.Psetp);
|
||||
Set("0100110010010x", ShaderDecode.Rro_C);
|
||||
Set("0011100x10010x", ShaderDecode.Rro_I);
|
||||
Set("0101110010010x", ShaderDecode.Rro_R);
|
||||
Set("0100110001001x", ShaderDecode.Shl_C);
|
||||
Set("0011100x01001x", ShaderDecode.Shl_I);
|
||||
Set("0101110001001x", ShaderDecode.Shl_R);
|
||||
|
@ -89,6 +93,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Set("0011100x00101x", ShaderDecode.Shr_I);
|
||||
Set("0101110000101x", ShaderDecode.Shr_R);
|
||||
Set("1110111111110x", ShaderDecode.St_A);
|
||||
Set("110000xxxx111x", ShaderDecode.Tex);
|
||||
Set("1101111101001x", ShaderDecode.Texq);
|
||||
Set("1101100xxxxxxx", ShaderDecode.Texs);
|
||||
Set("1101101xxxxxxx", ShaderDecode.Tlds);
|
||||
|
|
Loading…
Reference in a new issue