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Ryujinx/Ryujinx.Graphics/Gal/Shader/ShaderDecodeOpCode.cs
Alex Barney 1f554c1093 Do naming refactoring on Ryujinx.Graphics ()
* Renaming part 1

* Renaming part 2

* Renaming part 3

* Renaming part 4

* Renaming part 5

* Renaming part 6

* Renaming part 7

* Renaming part 8

* Renaming part 9

* Renaming part 10

* General cleanup

* Thought I got all of these

* Apply 

* Additional renaming

* Tweaks from feedback

* Rename files
2019-03-04 12:45:25 +11:00

313 lines
No EOL
9 KiB
C#

using System;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
private static int Read(this long opCode, int position, int mask)
{
return (int)(opCode >> position) & mask;
}
private static bool Read(this long opCode, int position)
{
return ((opCode >> position) & 1) != 0;
}
private static int Branch(this long opCode)
{
return ((int)(opCode >> 20) << 8) >> 8;
}
private static bool HasArray(this long opCode)
{
return opCode.Read(0x1c);
}
private static ShaderIrOperAbuf[] Abuf20(this long opCode)
{
int abuf = opCode.Read(20, 0x3ff);
int size = opCode.Read(47, 3);
ShaderIrOperGpr vertex = opCode.Gpr39();
ShaderIrOperAbuf[] opers = new ShaderIrOperAbuf[size + 1];
for (int index = 0; index <= size; index++)
{
opers[index] = new ShaderIrOperAbuf(abuf + index * 4, vertex);
}
return opers;
}
private static ShaderIrOperAbuf Abuf28(this long opCode)
{
int abuf = opCode.Read(28, 0x3ff);
return new ShaderIrOperAbuf(abuf, opCode.Gpr39());
}
private static ShaderIrOperCbuf Cbuf34(this long opCode)
{
return new ShaderIrOperCbuf(
opCode.Read(34, 0x1f),
opCode.Read(20, 0x3fff));
}
private static ShaderIrOperGpr Gpr8(this long opCode)
{
return new ShaderIrOperGpr(opCode.Read(8, 0xff));
}
private static ShaderIrOperGpr Gpr20(this long opCode)
{
return new ShaderIrOperGpr(opCode.Read(20, 0xff));
}
private static ShaderIrOperGpr Gpr39(this long opCode)
{
return new ShaderIrOperGpr(opCode.Read(39, 0xff));
}
private static ShaderIrOperGpr Gpr0(this long opCode)
{
return new ShaderIrOperGpr(opCode.Read(0, 0xff));
}
private static ShaderIrOperGpr Gpr28(this long opCode)
{
return new ShaderIrOperGpr(opCode.Read(28, 0xff));
}
private static ShaderIrOperGpr[] GprHalfVec8(this long opCode)
{
return GetGprHalfVec2(opCode.Read(8, 0xff), opCode.Read(47, 3));
}
private static ShaderIrOperGpr[] GprHalfVec20(this long opCode)
{
return GetGprHalfVec2(opCode.Read(20, 0xff), opCode.Read(28, 3));
}
private static ShaderIrOperGpr[] GetGprHalfVec2(int gpr, int mask)
{
if (mask == 1)
{
//This value is used for FP32, the whole 32-bits register
//is used as each element on the vector.
return new ShaderIrOperGpr[]
{
new ShaderIrOperGpr(gpr),
new ShaderIrOperGpr(gpr)
};
}
ShaderIrOperGpr low = new ShaderIrOperGpr(gpr, 0);
ShaderIrOperGpr high = new ShaderIrOperGpr(gpr, 1);
return new ShaderIrOperGpr[]
{
(mask & 1) != 0 ? high : low,
(mask & 2) != 0 ? high : low
};
}
private static ShaderIrOperGpr GprHalf0(this long opCode, int halfPart)
{
return new ShaderIrOperGpr(opCode.Read(0, 0xff), halfPart);
}
private static ShaderIrOperGpr GprHalf28(this long opCode, int halfPart)
{
return new ShaderIrOperGpr(opCode.Read(28, 0xff), halfPart);
}
private static ShaderIrOperImm Imm5_39(this long opCode)
{
return new ShaderIrOperImm(opCode.Read(39, 0x1f));
}
private static ShaderIrOperImm Imm13_36(this long opCode)
{
return new ShaderIrOperImm(opCode.Read(36, 0x1fff));
}
private static ShaderIrOperImm Imm32_20(this long opCode)
{
return new ShaderIrOperImm((int)(opCode >> 20));
}
private static ShaderIrOperImmf Immf32_20(this long opCode)
{
return new ShaderIrOperImmf(BitConverter.Int32BitsToSingle((int)(opCode >> 20)));
}
private static ShaderIrOperImm ImmU16_20(this long opCode)
{
return new ShaderIrOperImm(opCode.Read(20, 0xffff));
}
private static ShaderIrOperImm Imm19_20(this long opCode)
{
int value = opCode.Read(20, 0x7ffff);
bool neg = opCode.Read(56);
if (neg)
{
value = -value;
}
return new ShaderIrOperImm(value);
}
private static ShaderIrOperImmf Immf19_20(this long opCode)
{
uint imm = (uint)(opCode >> 20) & 0x7ffff;
bool neg = opCode.Read(56);
imm <<= 12;
if (neg)
{
imm |= 0x80000000;
}
float value = BitConverter.Int32BitsToSingle((int)imm);
return new ShaderIrOperImmf(value);
}
private static ShaderIrOperPred Pred0(this long opCode)
{
return new ShaderIrOperPred(opCode.Read(0, 7));
}
private static ShaderIrOperPred Pred3(this long opCode)
{
return new ShaderIrOperPred(opCode.Read(3, 7));
}
private static ShaderIrOperPred Pred12(this long opCode)
{
return new ShaderIrOperPred(opCode.Read(12, 7));
}
private static ShaderIrOperPred Pred29(this long opCode)
{
return new ShaderIrOperPred(opCode.Read(29, 7));
}
private static ShaderIrNode Pred39N(this long opCode)
{
ShaderIrNode node = opCode.Pred39();
if (opCode.Read(42))
{
node = new ShaderIrOp(ShaderIrInst.Bnot, node);
}
return node;
}
private static ShaderIrOperPred Pred39(this long opCode)
{
return new ShaderIrOperPred(opCode.Read(39, 7));
}
private static ShaderIrOperPred Pred48(this long opCode)
{
return new ShaderIrOperPred(opCode.Read(48, 7));
}
private static ShaderIrInst Cmp(this long opCode)
{
switch (opCode.Read(49, 7))
{
case 1: return ShaderIrInst.Clt;
case 2: return ShaderIrInst.Ceq;
case 3: return ShaderIrInst.Cle;
case 4: return ShaderIrInst.Cgt;
case 5: return ShaderIrInst.Cne;
case 6: return ShaderIrInst.Cge;
}
throw new ArgumentException(nameof(opCode));
}
private static ShaderIrInst CmpF(this long opCode)
{
switch (opCode.Read(48, 0xf))
{
case 0x1: return ShaderIrInst.Fclt;
case 0x2: return ShaderIrInst.Fceq;
case 0x3: return ShaderIrInst.Fcle;
case 0x4: return ShaderIrInst.Fcgt;
case 0x5: return ShaderIrInst.Fcne;
case 0x6: return ShaderIrInst.Fcge;
case 0x7: return ShaderIrInst.Fcnum;
case 0x8: return ShaderIrInst.Fcnan;
case 0x9: return ShaderIrInst.Fcltu;
case 0xa: return ShaderIrInst.Fcequ;
case 0xb: return ShaderIrInst.Fcleu;
case 0xc: return ShaderIrInst.Fcgtu;
case 0xd: return ShaderIrInst.Fcneu;
case 0xe: return ShaderIrInst.Fcgeu;
}
throw new ArgumentException(nameof(opCode));
}
private static ShaderIrInst BLop45(this long opCode)
{
switch (opCode.Read(45, 3))
{
case 0: return ShaderIrInst.Band;
case 1: return ShaderIrInst.Bor;
case 2: return ShaderIrInst.Bxor;
}
throw new ArgumentException(nameof(opCode));
}
private static ShaderIrInst BLop24(this long opCode)
{
switch (opCode.Read(24, 3))
{
case 0: return ShaderIrInst.Band;
case 1: return ShaderIrInst.Bor;
case 2: return ShaderIrInst.Bxor;
}
throw new ArgumentException(nameof(opCode));
}
private static ShaderIrNode PredNode(this long opCode, ShaderIrNode node)
{
ShaderIrOperPred pred = opCode.PredNode();
if (pred.Index != ShaderIrOperPred.UnusedIndex)
{
bool inv = opCode.Read(19);
node = new ShaderIrCond(pred, node, inv);
}
return node;
}
private static ShaderIrOperPred PredNode(this long opCode)
{
int pred = opCode.Read(16, 0xf);
if (pred != 0xf)
{
pred &= 7;
}
return new ShaderIrOperPred(pred);
}
}
}