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jinx/Ryujinx.Graphics/Gal/Shader/ShaderDecodeAlu.cs
gdkchan e6eeb6f09f
Add support for Vertex Program A and other small shader improvements (#192)
* Add WIP support for Vertex Program A, add the FADD_I32 shader instruction, small fix on FFMA_I encoding, nits

* Add separate subroutines for program A/B, and copy attributes to a temp

* Move finalization code to main

* Add new line after flip uniform on the shader

* Handle possible case where VPB uses an output attribute written by VPA but not available on the vbo

* Address PR feedback
2018-06-27 23:55:08 -03:00

913 lines
No EOL
30 KiB
C#

using System;
using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
public static void Bfe_C(ShaderIrBlock Block, long OpCode)
{
EmitBfe(Block, OpCode, ShaderOper.CR);
}
public static void Bfe_I(ShaderIrBlock Block, long OpCode)
{
EmitBfe(Block, OpCode, ShaderOper.Imm);
}
public static void Bfe_R(ShaderIrBlock Block, long OpCode)
{
EmitBfe(Block, OpCode, ShaderOper.RR);
}
public static void Fadd_C(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fadd);
}
public static void Fadd_I(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fadd);
}
public static void Fadd_I32(ShaderIrBlock Block, long OpCode)
{
ShaderIrNode OperA = GetOperGpr8 (OpCode);
ShaderIrNode OperB = GetOperImmf32_20(OpCode);
bool NegB = ((OpCode >> 53) & 1) != 0;
bool AbsA = ((OpCode >> 54) & 1) != 0;
bool NegA = ((OpCode >> 56) & 1) != 0;
bool AbsB = ((OpCode >> 57) & 1) != 0;
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
OperB = GetAluFabsFneg(OperB, AbsB, NegB);
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
public static void Fadd_R(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fadd);
}
public static void Ffma_CR(ShaderIrBlock Block, long OpCode)
{
EmitFfma(Block, OpCode, ShaderOper.CR);
}
public static void Ffma_I(ShaderIrBlock Block, long OpCode)
{
EmitFfma(Block, OpCode, ShaderOper.Immf);
}
public static void Ffma_RC(ShaderIrBlock Block, long OpCode)
{
EmitFfma(Block, OpCode, ShaderOper.RC);
}
public static void Ffma_RR(ShaderIrBlock Block, long OpCode)
{
EmitFfma(Block, OpCode, ShaderOper.RR);
}
public static void Fmnmx_C(ShaderIrBlock Block, long OpCode)
{
EmitFmnmx(Block, OpCode, ShaderOper.CR);
}
public static void Fmnmx_I(ShaderIrBlock Block, long OpCode)
{
EmitFmnmx(Block, OpCode, ShaderOper.Immf);
}
public static void Fmnmx_R(ShaderIrBlock Block, long OpCode)
{
EmitFmnmx(Block, OpCode, ShaderOper.RR);
}
public static void Fmul_I32(ShaderIrBlock Block, long OpCode)
{
ShaderIrNode OperA = GetOperGpr8 (OpCode);
ShaderIrNode OperB = GetOperImmf32_20(OpCode);
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
public static void Fmul_C(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fmul);
}
public static void Fmul_I(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fmul);
}
public static void Fmul_R(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fmul);
}
public static void Fset_C(ShaderIrBlock Block, long OpCode)
{
EmitFset(Block, OpCode, ShaderOper.CR);
}
public static void Fset_I(ShaderIrBlock Block, long OpCode)
{
EmitFset(Block, OpCode, ShaderOper.Immf);
}
public static void Fset_R(ShaderIrBlock Block, long OpCode)
{
EmitFset(Block, OpCode, ShaderOper.RR);
}
public static void Fsetp_C(ShaderIrBlock Block, long OpCode)
{
EmitFsetp(Block, OpCode, ShaderOper.CR);
}
public static void Fsetp_I(ShaderIrBlock Block, long OpCode)
{
EmitFsetp(Block, OpCode, ShaderOper.Immf);
}
public static void Fsetp_R(ShaderIrBlock Block, long OpCode)
{
EmitFsetp(Block, OpCode, ShaderOper.RR);
}
public static void Imnmx_C(ShaderIrBlock Block, long OpCode)
{
EmitImnmx(Block, OpCode, ShaderOper.CR);
}
public static void Imnmx_I(ShaderIrBlock Block, long OpCode)
{
EmitImnmx(Block, OpCode, ShaderOper.Imm);
}
public static void Imnmx_R(ShaderIrBlock Block, long OpCode)
{
EmitImnmx(Block, OpCode, ShaderOper.RR);
}
public static void Ipa(ShaderIrBlock Block, long OpCode)
{
ShaderIrNode OperA = GetOperAbuf28(OpCode);
ShaderIrNode OperB = GetOperGpr20 (OpCode);
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ipa, OperA, OperB);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
public static void Iscadd_C(ShaderIrBlock Block, long OpCode)
{
EmitIscadd(Block, OpCode, ShaderOper.CR);
}
public static void Iscadd_I(ShaderIrBlock Block, long OpCode)
{
EmitIscadd(Block, OpCode, ShaderOper.Imm);
}
public static void Iscadd_R(ShaderIrBlock Block, long OpCode)
{
EmitIscadd(Block, OpCode, ShaderOper.RR);
}
public static void Isetp_C(ShaderIrBlock Block, long OpCode)
{
EmitIsetp(Block, OpCode, ShaderOper.CR);
}
public static void Isetp_I(ShaderIrBlock Block, long OpCode)
{
EmitIsetp(Block, OpCode, ShaderOper.Imm);
}
public static void Isetp_R(ShaderIrBlock Block, long OpCode)
{
EmitIsetp(Block, OpCode, ShaderOper.RR);
}
public static void Lop_I32(ShaderIrBlock Block, long OpCode)
{
int SubOp = (int)(OpCode >> 53) & 3;
bool InvA = ((OpCode >> 55) & 1) != 0;
bool InvB = ((OpCode >> 56) & 1) != 0;
ShaderIrInst Inst = 0;
switch (SubOp)
{
case 0: Inst = ShaderIrInst.And; break;
case 1: Inst = ShaderIrInst.Or; break;
case 2: Inst = ShaderIrInst.Xor; break;
}
ShaderIrNode OperA = GetAluNot(GetOperGpr8(OpCode), InvA);
//SubOp == 3 is pass, used by the not instruction
//which just moves the inverted register value.
if (SubOp < 3)
{
ShaderIrNode OperB = GetAluNot(GetOperImm32_20(OpCode), InvB);
ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
else
{
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
}
}
public static void Mufu(ShaderIrBlock Block, long OpCode)
{
int SubOp = (int)(OpCode >> 20) & 0xf;
bool AbsA = ((OpCode >> 46) & 1) != 0;
bool NegA = ((OpCode >> 48) & 1) != 0;
ShaderIrInst Inst = 0;
switch (SubOp)
{
case 0: Inst = ShaderIrInst.Fcos; break;
case 1: Inst = ShaderIrInst.Fsin; break;
case 2: Inst = ShaderIrInst.Fex2; break;
case 3: Inst = ShaderIrInst.Flg2; break;
case 4: Inst = ShaderIrInst.Frcp; break;
case 5: Inst = ShaderIrInst.Frsq; break;
case 8: Inst = ShaderIrInst.Fsqrt; break;
default: throw new NotImplementedException(SubOp.ToString());
}
ShaderIrNode OperA = GetOperGpr8(OpCode);
ShaderIrOp Op = new ShaderIrOp(Inst, GetAluFabsFneg(OperA, AbsA, NegA));
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
public static void Psetp(ShaderIrBlock Block, long OpCode)
{
bool NegA = ((OpCode >> 15) & 1) != 0;
bool NegB = ((OpCode >> 32) & 1) != 0;
bool NegP = ((OpCode >> 42) & 1) != 0;
ShaderIrInst LopInst = GetBLop24(OpCode);
ShaderIrNode OperA = GetOperPred12(OpCode);
ShaderIrNode OperB = GetOperPred29(OpCode);
if (NegA)
{
OperA = new ShaderIrOp(ShaderIrInst.Bnot, OperA);
}
if (NegB)
{
OperB = new ShaderIrOp(ShaderIrInst.Bnot, OperB);
}
ShaderIrOp Op = new ShaderIrOp(LopInst, OperA, OperB);
ShaderIrOperPred P0Node = GetOperPred3 (OpCode);
ShaderIrOperPred P1Node = GetOperPred0 (OpCode);
ShaderIrOperPred P2Node = GetOperPred39(OpCode);
Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
LopInst = GetBLop45(OpCode);
if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
{
return;
}
ShaderIrNode P2NNode = P2Node;
if (NegP)
{
P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode);
}
Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node);
Op = new ShaderIrOp(LopInst, Op, P2NNode);
Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode));
Op = new ShaderIrOp(LopInst, P0Node, P2NNode);
Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
}
public static void Rro_C(ShaderIrBlock Block, long OpCode)
{
EmitRro(Block, OpCode, ShaderOper.CR);
}
public static void Rro_I(ShaderIrBlock Block, long OpCode)
{
EmitRro(Block, OpCode, ShaderOper.Immf);
}
public static void Rro_R(ShaderIrBlock Block, long OpCode)
{
EmitRro(Block, OpCode, ShaderOper.RR);
}
public static void Shl_C(ShaderIrBlock Block, long OpCode)
{
EmitAluBinary(Block, OpCode, ShaderOper.CR, ShaderIrInst.Lsl);
}
public static void Shl_I(ShaderIrBlock Block, long OpCode)
{
EmitAluBinary(Block, OpCode, ShaderOper.Imm, ShaderIrInst.Lsl);
}
public static void Shl_R(ShaderIrBlock Block, long OpCode)
{
EmitAluBinary(Block, OpCode, ShaderOper.RR, ShaderIrInst.Lsl);
}
public static void Shr_C(ShaderIrBlock Block, long OpCode)
{
EmitAluBinary(Block, OpCode, ShaderOper.CR, GetShrInst(OpCode));
}
public static void Shr_I(ShaderIrBlock Block, long OpCode)
{
EmitAluBinary(Block, OpCode, ShaderOper.Imm, GetShrInst(OpCode));
}
public static void Shr_R(ShaderIrBlock Block, long OpCode)
{
EmitAluBinary(Block, OpCode, ShaderOper.RR, GetShrInst(OpCode));
}
private static ShaderIrInst GetShrInst(long OpCode)
{
bool Signed = ((OpCode >> 48) & 1) != 0;
return Signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
}
public static void Xmad_CR(ShaderIrBlock Block, long OpCode)
{
EmitXmad(Block, OpCode, ShaderOper.CR);
}
public static void Xmad_I(ShaderIrBlock Block, long OpCode)
{
EmitXmad(Block, OpCode, ShaderOper.Imm);
}
public static void Xmad_RC(ShaderIrBlock Block, long OpCode)
{
EmitXmad(Block, OpCode, ShaderOper.RC);
}
public static void Xmad_RR(ShaderIrBlock Block, long OpCode)
{
EmitXmad(Block, OpCode, ShaderOper.RR);
}
private static void EmitAluBinary(
ShaderIrBlock Block,
long OpCode,
ShaderOper Oper,
ShaderIrInst Inst)
{
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
switch (Oper)
{
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
private static void EmitAluBinaryF(
ShaderIrBlock Block,
long OpCode,
ShaderOper Oper,
ShaderIrInst Inst)
{
bool NegB = ((OpCode >> 45) & 1) != 0;
bool AbsA = ((OpCode >> 46) & 1) != 0;
bool NegA = ((OpCode >> 48) & 1) != 0;
bool AbsB = ((OpCode >> 49) & 1) != 0;
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
if (Inst == ShaderIrInst.Fadd)
{
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
}
switch (Oper)
{
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
OperB = GetAluFabsFneg(OperB, AbsB, NegB);
ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
private static void EmitBfe(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
//TODO: Handle the case where position + length
//is greater than the word size, in this case the sign bit
//needs to be replicated to fill the remaining space.
bool NegB = ((OpCode >> 48) & 1) != 0;
bool NegA = ((OpCode >> 49) & 1) != 0;
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
switch (Oper)
{
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
ShaderIrNode Op;
bool Signed = ((OpCode >> 48) & 1) != 0; //?
if (OperB is ShaderIrOperImm PosLen)
{
int Position = (PosLen.Value >> 0) & 0xff;
int Length = (PosLen.Value >> 8) & 0xff;
int LSh = 32 - (Position + Length);
ShaderIrInst RightShift = Signed
? ShaderIrInst.Asr
: ShaderIrInst.Lsr;
Op = new ShaderIrOp(ShaderIrInst.Lsl, OperA, new ShaderIrOperImm(LSh));
Op = new ShaderIrOp(RightShift, Op, new ShaderIrOperImm(LSh + Position));
}
else
{
ShaderIrOperImm Shift = new ShaderIrOperImm(8);
ShaderIrOperImm Mask = new ShaderIrOperImm(0xff);
ShaderIrNode OpPos, OpLen;
OpPos = new ShaderIrOp(ShaderIrInst.And, OperB, Mask);
OpLen = new ShaderIrOp(ShaderIrInst.Lsr, OperB, Shift);
OpLen = new ShaderIrOp(ShaderIrInst.And, OpLen, Mask);
Op = new ShaderIrOp(ShaderIrInst.Lsr, OperA, OpPos);
Op = ExtendTo32(Op, Signed, OpLen);
}
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
private static void EmitFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
bool NegB = ((OpCode >> 48) & 1) != 0;
bool NegC = ((OpCode >> 49) & 1) != 0;
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC;
switch (Oper)
{
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break;
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
OperB = GetAluFneg(OperB, NegB);
if (Oper == ShaderOper.RC)
{
OperC = GetAluFneg(GetOperCbuf34(OpCode), NegC);
}
else
{
OperC = GetAluFneg(GetOperGpr39(OpCode), NegC);
}
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
private static void EmitIscadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
bool NegB = ((OpCode >> 48) & 1) != 0;
bool NegA = ((OpCode >> 49) & 1) != 0;
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
ShaderIrOperImm Scale = GetOperImm5_39(OpCode);
switch (Oper)
{
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
OperA = GetAluIneg(OperA, NegA);
OperB = GetAluIneg(OperB, NegB);
ShaderIrOp ScaleOp = new ShaderIrOp(ShaderIrInst.Lsl, OperA, Scale);
ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, OperB, ScaleOp);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
}
private static void EmitFmnmx(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
EmitMnmx(Block, OpCode, true, Oper);
}
private static void EmitImnmx(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
EmitMnmx(Block, OpCode, false, Oper);
}
private static void EmitMnmx(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
{
bool NegB = ((OpCode >> 45) & 1) != 0;
bool AbsA = ((OpCode >> 46) & 1) != 0;
bool NegA = ((OpCode >> 48) & 1) != 0;
bool AbsB = ((OpCode >> 49) & 1) != 0;
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
if (IsFloat)
{
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
}
else
{
OperA = GetAluIabsIneg(OperA, AbsA, NegA);
}
switch (Oper)
{
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
if (IsFloat)
{
OperB = GetAluFabsFneg(OperB, AbsB, NegB);
}
else
{
OperB = GetAluIabsIneg(OperB, AbsB, NegB);
}
ShaderIrOperPred Pred = GetOperPred39(OpCode);
ShaderIrOp Op;
ShaderIrInst MaxInst = IsFloat ? ShaderIrInst.Fmax : ShaderIrInst.Max;
ShaderIrInst MinInst = IsFloat ? ShaderIrInst.Fmin : ShaderIrInst.Min;
if (Pred.IsConst)
{
bool IsMax = ((OpCode >> 42) & 1) != 0;
Op = new ShaderIrOp(IsMax
? MaxInst
: MinInst, OperA, OperB);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
else
{
ShaderIrNode PredN = GetOperPred39N(OpCode);
ShaderIrOp OpMax = new ShaderIrOp(MaxInst, OperA, OperB);
ShaderIrOp OpMin = new ShaderIrOp(MinInst, OperA, OperB);
ShaderIrAsg AsgMax = new ShaderIrAsg(GetOperGpr0(OpCode), OpMax);
ShaderIrAsg AsgMin = new ShaderIrAsg(GetOperGpr0(OpCode), OpMin);
Block.AddNode(GetPredNode(new ShaderIrCond(PredN, AsgMax, Not: true), OpCode));
Block.AddNode(GetPredNode(new ShaderIrCond(PredN, AsgMin, Not: false), OpCode));
}
}
private static void EmitRro(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
//Note: this is a range reduction instruction and is supposed to
//be used with Mufu, here it just moves the value and ignores the operation.
bool NegA = ((OpCode >> 45) & 1) != 0;
bool AbsA = ((OpCode >> 49) & 1) != 0;
ShaderIrNode OperA;
switch (Oper)
{
case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
case ShaderOper.Immf: OperA = GetOperImmf19_20(OpCode); break;
case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
}
private static void EmitFset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
EmitSet(Block, OpCode, true, Oper);
}
private static void EmitIset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
EmitSet(Block, OpCode, false, Oper);
}
private static void EmitSet(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
{
bool NegA = ((OpCode >> 43) & 1) != 0;
bool AbsB = ((OpCode >> 44) & 1) != 0;
bool BoolFloat = ((OpCode >> 52) & 1) != 0;
bool NegB = ((OpCode >> 53) & 1) != 0;
bool AbsA = ((OpCode >> 54) & 1) != 0;
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
switch (Oper)
{
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
ShaderIrInst CmpInst;
if (IsFloat)
{
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
OperB = GetAluFabsFneg(OperB, AbsB, NegB);
CmpInst = GetCmpF(OpCode);
}
else
{
CmpInst = GetCmp(OpCode);
}
ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
ShaderIrInst LopInst = GetBLop45(OpCode);
ShaderIrOperPred PNode = GetOperPred39(OpCode);
ShaderIrNode Imm0, Imm1;
if (BoolFloat)
{
Imm0 = new ShaderIrOperImmf(0);
Imm1 = new ShaderIrOperImmf(1);
}
else
{
Imm0 = new ShaderIrOperImm(0);
Imm1 = new ShaderIrOperImm(-1);
}
ShaderIrNode Asg0 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm0);
ShaderIrNode Asg1 = new ShaderIrAsg(GetOperGpr0(OpCode), Imm1);
if (LopInst != ShaderIrInst.Band || !PNode.IsConst)
{
ShaderIrOp Op2 = new ShaderIrOp(LopInst, Op, PNode);
Asg0 = new ShaderIrCond(Op2, Asg0, Not: true);
Asg1 = new ShaderIrCond(Op2, Asg1, Not: false);
}
else
{
Asg0 = new ShaderIrCond(Op, Asg0, Not: true);
Asg1 = new ShaderIrCond(Op, Asg1, Not: false);
}
Block.AddNode(GetPredNode(Asg0, OpCode));
Block.AddNode(GetPredNode(Asg1, OpCode));
}
private static void EmitFsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
EmitSetp(Block, OpCode, true, Oper);
}
private static void EmitIsetp(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
EmitSetp(Block, OpCode, false, Oper);
}
private static void EmitSetp(ShaderIrBlock Block, long OpCode, bool IsFloat, ShaderOper Oper)
{
bool AbsA = ((OpCode >> 7) & 1) != 0;
bool NegP = ((OpCode >> 42) & 1) != 0;
bool NegA = ((OpCode >> 43) & 1) != 0;
bool AbsB = ((OpCode >> 44) & 1) != 0;
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
switch (Oper)
{
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
case ShaderOper.Imm: OperB = GetOperImm19_20 (OpCode); break;
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
ShaderIrInst CmpInst;
if (IsFloat)
{
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
OperB = GetAluFabs (OperB, AbsB);
CmpInst = GetCmpF(OpCode);
}
else
{
CmpInst = GetCmp(OpCode);
}
ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
ShaderIrOperPred P0Node = GetOperPred3 (OpCode);
ShaderIrOperPred P1Node = GetOperPred0 (OpCode);
ShaderIrOperPred P2Node = GetOperPred39(OpCode);
Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
ShaderIrInst LopInst = GetBLop45(OpCode);
if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
{
return;
}
ShaderIrNode P2NNode = P2Node;
if (NegP)
{
P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode);
}
Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node);
Op = new ShaderIrOp(LopInst, Op, P2NNode);
Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode));
Op = new ShaderIrOp(LopInst, P0Node, P2NNode);
Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
}
private static void EmitXmad(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
//TODO: Confirm SignAB/C, it is just a guess.
//TODO: Implement Mode 3 (CSFU), what it does?
bool SignAB = ((OpCode >> 48) & 1) != 0;
bool SignC = ((OpCode >> 49) & 1) != 0;
bool HighB = ((OpCode >> 52) & 1) != 0;
bool HighA = ((OpCode >> 53) & 1) != 0;
int Mode = (int)(OpCode >> 50) & 7;
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB, OperC;
ShaderIrOperImm Imm16 = new ShaderIrOperImm(16);
ShaderIrOperImm ImmMsk = new ShaderIrOperImm(0xffff);
ShaderIrInst ShiftAB = SignAB ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
ShaderIrInst ShiftC = SignC ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
if (HighA)
{
OperA = new ShaderIrOp(ShiftAB, OperA, Imm16);
}
switch (Oper)
{
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
case ShaderOper.RC: OperB = GetOperGpr39 (OpCode); break;
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
bool ProductShiftLeft = false, Merge = false;
if (Oper == ShaderOper.RC)
{
OperC = GetOperCbuf34(OpCode);
}
else
{
OperC = GetOperGpr39(OpCode);
ProductShiftLeft = ((OpCode >> 36) & 1) != 0;
Merge = ((OpCode >> 37) & 1) != 0;
}
switch (Mode)
{
//CLO.
case 1: OperC = ExtendTo32(OperC, SignC, 16); break;
//CHI.
case 2: OperC = new ShaderIrOp(ShiftC, OperC, Imm16); break;
}
ShaderIrNode OperBH = OperB;
if (HighB)
{
OperBH = new ShaderIrOp(ShiftAB, OperBH, Imm16);
}
ShaderIrOp MulOp = new ShaderIrOp(ShaderIrInst.Mul, OperA, OperBH);
if (ProductShiftLeft)
{
MulOp = new ShaderIrOp(ShaderIrInst.Lsl, MulOp, Imm16);
}
ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, MulOp, OperC);
if (Merge)
{
AddOp = new ShaderIrOp(ShaderIrInst.And, AddOp, ImmMsk);
OperB = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
AddOp = new ShaderIrOp(ShaderIrInst.Or, AddOp, OperB);
}
if (Mode == 4)
{
OperB = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
AddOp = new ShaderIrOp(ShaderIrInst.Or, AddOp, OperB);
}
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
}
}
}