JinxRyu/Ryujinx.Graphics/Gal/Shader/ShaderDecodeSpecial.cs
ReinUsesLisp ce1d5be212 Move GPU emulation from Ryujinx.HLE to Ryujinx.Graphics and misc changes (#402)
* Move GPU LLE emulation from HLE to Graphics

* Graphics: Move Gal/Texture to Texture

* Remove Engines/ directory and namespace

* Use tables for image formats

* Abstract OpCode decoding

* Simplify image table

* Do not leak Read* symbols in TextureReader

* Fixups

* Rename IGalFrameBuffer -> IGalRenderTarget

* Remove MaxBpp hardcoded value

* Change yet again texture data and add G8R8 flipping

* Rename GalFrameBufferFormat to GalSurfaceFormat

* Unident EnsureSetup in ImageHandler

* Add IsCompressed

* Address some feedback
2018-09-08 14:51:50 -03:00

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C#

using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
public static void Out_R(ShaderIrBlock Block, long OpCode, long Position)
{
//TODO: Those registers have to be used for something
ShaderIrOperGpr Gpr0 = OpCode.Gpr0();
ShaderIrOperGpr Gpr8 = OpCode.Gpr8();
ShaderIrOperGpr Gpr20 = OpCode.Gpr20();
int Type = OpCode.Read(39, 3);
if ((Type & 1) != 0)
{
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Emit)));
}
if ((Type & 2) != 0)
{
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Cut)));
}
}
}
}