using System; namespace Ryujinx.Graphics.Gal.Shader { static class ShaderOpCodeTable { private const int EncodingBits = 14; private class ShaderDecodeEntry { public ShaderDecodeFunc Func; public int XBits; public ShaderDecodeEntry(ShaderDecodeFunc func, int xBits) { Func = func; XBits = xBits; } } private static ShaderDecodeEntry[] _opCodes; static ShaderOpCodeTable() { _opCodes = new ShaderDecodeEntry[1 << EncodingBits]; #region Instructions Set("0100110000000x", ShaderDecode.Bfe_C); Set("0011100x00000x", ShaderDecode.Bfe_I); Set("0101110000000x", ShaderDecode.Bfe_R); Set("111000100100xx", ShaderDecode.Bra); Set("111000110000xx", ShaderDecode.Exit); Set("0100110010101x", ShaderDecode.F2f_C); Set("0011100x10101x", ShaderDecode.F2f_I); Set("0101110010101x", ShaderDecode.F2f_R); Set("0100110010110x", ShaderDecode.F2i_C); Set("0011100x10110x", ShaderDecode.F2i_I); Set("0101110010110x", ShaderDecode.F2i_R); Set("0100110001011x", ShaderDecode.Fadd_C); Set("0011100x01011x", ShaderDecode.Fadd_I); Set("000010xxxxxxxx", ShaderDecode.Fadd_I32); Set("0101110001011x", ShaderDecode.Fadd_R); Set("010010011xxxxx", ShaderDecode.Ffma_CR); Set("0011001x1xxxxx", ShaderDecode.Ffma_I); Set("010100011xxxxx", ShaderDecode.Ffma_RC); Set("010110011xxxxx", ShaderDecode.Ffma_RR); Set("0100110001101x", ShaderDecode.Fmul_C); Set("0011100x01101x", ShaderDecode.Fmul_I); Set("00011110xxxxxx", ShaderDecode.Fmul_I32); Set("0101110001101x", ShaderDecode.Fmul_R); Set("0100110001100x", ShaderDecode.Fmnmx_C); Set("0011100x01100x", ShaderDecode.Fmnmx_I); Set("0101110001100x", ShaderDecode.Fmnmx_R); Set("0100100xxxxxxx", ShaderDecode.Fset_C); Set("0011000xxxxxxx", ShaderDecode.Fset_I); Set("01011000xxxxxx", ShaderDecode.Fset_R); Set("010010111011xx", ShaderDecode.Fsetp_C); Set("0011011x1011xx", ShaderDecode.Fsetp_I); Set("010110111011xx", ShaderDecode.Fsetp_R); Set("0101110100010x", ShaderDecode.Hadd2_R); Set("0101110100001x", ShaderDecode.Hmul2_R); Set("0100110010111x", ShaderDecode.I2f_C); Set("0011100x10111x", ShaderDecode.I2f_I); Set("0101110010111x", ShaderDecode.I2f_R); Set("0100110011100x", ShaderDecode.I2i_C); Set("0011100x11100x", ShaderDecode.I2i_I); Set("0101110011100x", ShaderDecode.I2i_R); Set("0100110000010x", ShaderDecode.Iadd_C); Set("0011100000010x", ShaderDecode.Iadd_I); Set("0001110x0xxxxx", ShaderDecode.Iadd_I32); Set("0101110000010x", ShaderDecode.Iadd_R); Set("010011001100xx", ShaderDecode.Iadd3_C); Set("001110001100xx", ShaderDecode.Iadd3_I); Set("010111001100xx", ShaderDecode.Iadd3_R); Set("0100110000100x", ShaderDecode.Imnmx_C); Set("0011100x00100x", ShaderDecode.Imnmx_I); Set("0101110000100x", ShaderDecode.Imnmx_R); Set("1110111111010x", ShaderDecode.Isberd); Set("11100000xxxxxx", ShaderDecode.Ipa); Set("0100110000011x", ShaderDecode.Iscadd_C); Set("0011100x00011x", ShaderDecode.Iscadd_I); Set("0101110000011x", ShaderDecode.Iscadd_R); Set("010010110101xx", ShaderDecode.Iset_C); Set("001101100101xx", ShaderDecode.Iset_I); Set("010110110101xx", ShaderDecode.Iset_R); Set("010010110110xx", ShaderDecode.Isetp_C); Set("0011011x0110xx", ShaderDecode.Isetp_I); Set("010110110110xx", ShaderDecode.Isetp_R); Set("111000110011xx", ShaderDecode.Kil); Set("1110111111011x", ShaderDecode.Ld_A); Set("1110111110010x", ShaderDecode.Ld_C); Set("0100110001000x", ShaderDecode.Lop_C); Set("0011100001000x", ShaderDecode.Lop_I); Set("000001xxxxxxxx", ShaderDecode.Lop_I32); Set("0101110001000x", ShaderDecode.Lop_R); Set("0100110010011x", ShaderDecode.Mov_C); Set("0011100x10011x", ShaderDecode.Mov_I); Set("000000010000xx", ShaderDecode.Mov_I32); Set("0101110010011x", ShaderDecode.Mov_R); Set("1111000011001x", ShaderDecode.Mov_S); Set("0101000010000x", ShaderDecode.Mufu); Set("1111101111100x", ShaderDecode.Out_R); Set("0101000010010x", ShaderDecode.Psetp); Set("0100110010010x", ShaderDecode.Rro_C); Set("0011100x10010x", ShaderDecode.Rro_I); Set("0101110010010x", ShaderDecode.Rro_R); Set("0100110010100x", ShaderDecode.Sel_C); Set("0011100010100x", ShaderDecode.Sel_I); Set("0101110010100x", ShaderDecode.Sel_R); Set("0100110001001x", ShaderDecode.Shl_C); Set("0011100x01001x", ShaderDecode.Shl_I); Set("0101110001001x", ShaderDecode.Shl_R); Set("0100110000101x", ShaderDecode.Shr_C); Set("0011100x00101x", ShaderDecode.Shr_I); Set("0101110000101x", ShaderDecode.Shr_R); Set("111000101001xx", ShaderDecode.Ssy); Set("1110111111110x", ShaderDecode.St_A); Set("1111000011111x", ShaderDecode.Sync); Set("110000xxxx111x", ShaderDecode.Tex); Set("1101111010111x", ShaderDecode.Tex_B); Set("1101111101001x", ShaderDecode.Texq); Set("1101x00xxxxxxx", ShaderDecode.Texs); Set("1101101xxxxxxx", ShaderDecode.Tlds); Set("110010xxxx111x", ShaderDecode.Tld4); Set("1101111100xxxx", ShaderDecode.Tld4S); Set("01011111xxxxxx", ShaderDecode.Vmad); Set("0100111xxxxxxx", ShaderDecode.Xmad_CR); Set("0011011x00xxxx", ShaderDecode.Xmad_I); Set("010100010xxxxx", ShaderDecode.Xmad_RC); Set("0101101100xxxx", ShaderDecode.Xmad_RR); #endregion } private static void Set(string encoding, ShaderDecodeFunc func) { if (encoding.Length != EncodingBits) { throw new ArgumentException(nameof(encoding)); } int bit = encoding.Length - 1; int value = 0; int xMask = 0; int xBits = 0; int[] xPos = new int[encoding.Length]; for (int index = 0; index < encoding.Length; index++, bit--) { char chr = encoding[index]; if (chr == '1') { value |= 1 << bit; } else if (chr == 'x') { xMask |= 1 << bit; xPos[xBits++] = bit; } } xMask = ~xMask; ShaderDecodeEntry entry = new ShaderDecodeEntry(func, xBits); for (int index = 0; index < (1 << xBits); index++) { value &= xMask; for (int x = 0; x < xBits; x++) { value |= ((index >> x) & 1) << xPos[x]; } if (_opCodes[value] == null || _opCodes[value].XBits > xBits) { _opCodes[value] = entry; } } } public static ShaderDecodeFunc GetDecoder(long opCode) { return _opCodes[(ulong)opCode >> (64 - EncodingBits)]?.Func; } } }