forked from Mirror/Ryujinx
1f554c1093
* 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 #595 * Additional renaming * Tweaks from feedback * Rename files
1299 lines
No EOL
42 KiB
C#
1299 lines
No EOL
42 KiB
C#
using System;
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using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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static partial class ShaderDecode
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{
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private enum HalfOutputType
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{
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PackedFp16,
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Fp32,
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MergeH0,
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MergeH1
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}
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public static void Bfe_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitBfe(block, opCode, ShaderOper.Cr);
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}
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public static void Bfe_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitBfe(block, opCode, ShaderOper.Imm);
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}
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public static void Bfe_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitBfe(block, opCode, ShaderOper.Rr);
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}
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public static void Fadd_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitFadd(block, opCode, ShaderOper.Cr);
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}
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public static void Fadd_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitFadd(block, opCode, ShaderOper.Immf);
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}
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public static void Fadd_I32(ShaderIrBlock block, long opCode, int position)
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{
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ShaderIrNode operA = opCode.Gpr8();
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ShaderIrNode operB = opCode.Immf32_20();
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bool negB = opCode.Read(53);
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bool absA = opCode.Read(54);
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bool negA = opCode.Read(56);
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bool absB = opCode.Read(57);
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operA = GetAluFabsFneg(operA, absA, negA);
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operB = GetAluFabsFneg(operB, absB, negB);
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ShaderIrOp op = new ShaderIrOp(ShaderIrInst.Fadd, operA, operB);
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
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}
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public static void Fadd_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitFadd(block, opCode, ShaderOper.Rr);
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}
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public static void Ffma_CR(ShaderIrBlock block, long opCode, int position)
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{
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EmitFfma(block, opCode, ShaderOper.Cr);
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}
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public static void Ffma_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitFfma(block, opCode, ShaderOper.Immf);
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}
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public static void Ffma_RC(ShaderIrBlock block, long opCode, int position)
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{
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EmitFfma(block, opCode, ShaderOper.Rc);
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}
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public static void Ffma_RR(ShaderIrBlock block, long opCode, int position)
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{
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EmitFfma(block, opCode, ShaderOper.Rr);
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}
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public static void Fmnmx_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitFmnmx(block, opCode, ShaderOper.Cr);
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}
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public static void Fmnmx_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitFmnmx(block, opCode, ShaderOper.Immf);
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}
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public static void Fmnmx_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitFmnmx(block, opCode, ShaderOper.Rr);
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}
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public static void Fmul_I32(ShaderIrBlock block, long opCode, int position)
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{
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ShaderIrNode operA = opCode.Gpr8();
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ShaderIrNode operB = opCode.Immf32_20();
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ShaderIrOp op = new ShaderIrOp(ShaderIrInst.Fmul, operA, operB);
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
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}
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public static void Fmul_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitFmul(block, opCode, ShaderOper.Cr);
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}
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public static void Fmul_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitFmul(block, opCode, ShaderOper.Immf);
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}
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public static void Fmul_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitFmul(block, opCode, ShaderOper.Rr);
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}
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public static void Fset_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitFset(block, opCode, ShaderOper.Cr);
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}
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public static void Fset_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitFset(block, opCode, ShaderOper.Immf);
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}
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public static void Fset_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitFset(block, opCode, ShaderOper.Rr);
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}
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public static void Fsetp_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitFsetp(block, opCode, ShaderOper.Cr);
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}
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public static void Fsetp_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitFsetp(block, opCode, ShaderOper.Immf);
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}
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public static void Fsetp_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitFsetp(block, opCode, ShaderOper.Rr);
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}
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public static void Hadd2_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitBinaryHalfOp(block, opCode, ShaderIrInst.Fadd);
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}
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public static void Hmul2_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitBinaryHalfOp(block, opCode, ShaderIrInst.Fmul);
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}
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public static void Iadd_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitIadd(block, opCode, ShaderOper.Cr);
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}
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public static void Iadd_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitIadd(block, opCode, ShaderOper.Imm);
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}
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public static void Iadd_I32(ShaderIrBlock block, long opCode, int position)
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{
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ShaderIrNode operA = opCode.Gpr8();
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ShaderIrNode operB = opCode.Imm32_20();
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bool negA = opCode.Read(56);
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operA = GetAluIneg(operA, negA);
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ShaderIrOp op = new ShaderIrOp(ShaderIrInst.Add, operA, operB);
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
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}
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public static void Iadd_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitIadd(block, opCode, ShaderOper.Rr);
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}
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public static void Iadd3_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitIadd3(block, opCode, ShaderOper.Cr);
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}
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public static void Iadd3_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitIadd3(block, opCode, ShaderOper.Imm);
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}
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public static void Iadd3_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitIadd3(block, opCode, ShaderOper.Rr);
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}
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public static void Imnmx_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitImnmx(block, opCode, ShaderOper.Cr);
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}
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public static void Imnmx_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitImnmx(block, opCode, ShaderOper.Imm);
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}
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public static void Imnmx_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitImnmx(block, opCode, ShaderOper.Rr);
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}
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public static void Ipa(ShaderIrBlock block, long opCode, int position)
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{
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ShaderIrNode operA = opCode.Abuf28();
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ShaderIrNode operB = opCode.Gpr20();
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ShaderIpaMode mode = (ShaderIpaMode)(opCode.Read(54, 3));
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ShaderIrMetaIpa meta = new ShaderIrMetaIpa(mode);
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ShaderIrOp op = new ShaderIrOp(ShaderIrInst.Ipa, operA, operB, null, meta);
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
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}
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public static void Iscadd_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitIscadd(block, opCode, ShaderOper.Cr);
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}
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public static void Iscadd_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitIscadd(block, opCode, ShaderOper.Imm);
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}
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public static void Iscadd_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitIscadd(block, opCode, ShaderOper.Rr);
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}
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public static void Iset_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitIset(block, opCode, ShaderOper.Cr);
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}
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public static void Iset_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitIset(block, opCode, ShaderOper.Imm);
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}
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public static void Iset_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitIset(block, opCode, ShaderOper.Rr);
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}
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public static void Isetp_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitIsetp(block, opCode, ShaderOper.Cr);
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}
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public static void Isetp_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitIsetp(block, opCode, ShaderOper.Imm);
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}
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public static void Isetp_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitIsetp(block, opCode, ShaderOper.Rr);
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}
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public static void Lop_I32(ShaderIrBlock block, long opCode, int position)
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{
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int subOp = opCode.Read(53, 3);
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bool invA = opCode.Read(55);
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bool invB = opCode.Read(56);
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ShaderIrInst inst = 0;
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switch (subOp)
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{
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case 0: inst = ShaderIrInst.And; break;
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case 1: inst = ShaderIrInst.Or; break;
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case 2: inst = ShaderIrInst.Xor; break;
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}
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ShaderIrNode operB = GetAluNot(opCode.Imm32_20(), invB);
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//SubOp == 3 is pass, used by the not instruction
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//which just moves the inverted register value.
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if (subOp < 3)
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{
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ShaderIrNode operA = GetAluNot(opCode.Gpr8(), invA);
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ShaderIrOp op = new ShaderIrOp(inst, operA, operB);
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
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}
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else
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{
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operB)));
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}
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}
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public static void Lop_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitLop(block, opCode, ShaderOper.Cr);
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}
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public static void Lop_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitLop(block, opCode, ShaderOper.Imm);
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}
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public static void Lop_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitLop(block, opCode, ShaderOper.Rr);
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}
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public static void Mufu(ShaderIrBlock block, long opCode, int position)
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{
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int subOp = opCode.Read(20, 0xf);
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bool absA = opCode.Read(46);
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bool negA = opCode.Read(48);
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ShaderIrInst inst = 0;
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switch (subOp)
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{
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case 0: inst = ShaderIrInst.Fcos; break;
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case 1: inst = ShaderIrInst.Fsin; break;
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case 2: inst = ShaderIrInst.Fex2; break;
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case 3: inst = ShaderIrInst.Flg2; break;
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case 4: inst = ShaderIrInst.Frcp; break;
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case 5: inst = ShaderIrInst.Frsq; break;
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case 8: inst = ShaderIrInst.Fsqrt; break;
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default: throw new NotImplementedException(subOp.ToString());
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}
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ShaderIrNode operA = opCode.Gpr8();
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ShaderIrOp op = new ShaderIrOp(inst, GetAluFabsFneg(operA, absA, negA));
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
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}
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public static void Psetp(ShaderIrBlock block, long opCode, int position)
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{
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bool negA = opCode.Read(15);
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bool negB = opCode.Read(32);
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bool negP = opCode.Read(42);
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ShaderIrInst lopInst = opCode.BLop24();
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ShaderIrNode operA = opCode.Pred12();
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ShaderIrNode operB = opCode.Pred29();
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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 = opCode.Pred3();
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ShaderIrOperPred p1Node = opCode.Pred0();
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ShaderIrOperPred p2Node = opCode.Pred39();
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block.AddNode(opCode.PredNode(new ShaderIrAsg(p0Node, op)));
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lopInst = opCode.BLop45();
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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(opCode.PredNode(new ShaderIrAsg(p1Node, op)));
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op = new ShaderIrOp(lopInst, p0Node, p2NNode);
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block.AddNode(opCode.PredNode(new ShaderIrAsg(p0Node, op)));
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}
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public static void Rro_C(ShaderIrBlock block, long opCode, int position)
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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, int position)
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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, int position)
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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, int position)
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{
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EmitAluBinary(block, opCode, ShaderOper.Cr, ShaderIrInst.Lsl);
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}
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public static void Shl_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitAluBinary(block, opCode, ShaderOper.Imm, ShaderIrInst.Lsl);
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}
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public static void Shl_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitAluBinary(block, opCode, ShaderOper.Rr, ShaderIrInst.Lsl);
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}
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public static void Shr_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitAluBinary(block, opCode, ShaderOper.Cr, GetShrInst(opCode));
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}
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public static void Shr_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitAluBinary(block, opCode, ShaderOper.Imm, GetShrInst(opCode));
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}
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public static void Shr_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitAluBinary(block, opCode, ShaderOper.Rr, GetShrInst(opCode));
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}
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private static ShaderIrInst GetShrInst(long opCode)
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{
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bool signed = opCode.Read(48);
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return signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
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}
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public static void Vmad(ShaderIrBlock block, long opCode, int position)
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{
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ShaderIrNode operA = opCode.Gpr8();
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ShaderIrNode operB;
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if (opCode.Read(50))
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{
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operB = opCode.Gpr20();
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}
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else
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{
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operB = opCode.Imm19_20();
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}
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ShaderIrOperGpr operC = opCode.Gpr39();
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ShaderIrNode tmp = new ShaderIrOp(ShaderIrInst.Mul, operA, operB);
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ShaderIrNode final = new ShaderIrOp(ShaderIrInst.Add, tmp, operC);
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int shr = opCode.Read(51, 3);
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if (shr != 0)
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{
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int shift = (shr == 2) ? 15 : 7;
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final = new ShaderIrOp(ShaderIrInst.Lsr, final, new ShaderIrOperImm(shift));
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}
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block.AddNode(new ShaderIrCmnt("Stubbed. Instruction is reduced to a * b + c"));
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), final)));
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}
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public static void Xmad_CR(ShaderIrBlock block, long opCode, int position)
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{
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EmitXmad(block, opCode, ShaderOper.Cr);
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}
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public static void Xmad_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitXmad(block, opCode, ShaderOper.Imm);
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}
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public static void Xmad_RC(ShaderIrBlock block, long opCode, int position)
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{
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EmitXmad(block, opCode, ShaderOper.Rc);
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}
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public static void Xmad_RR(ShaderIrBlock block, long opCode, int position)
|
|
{
|
|
EmitXmad(block, opCode, ShaderOper.Rr);
|
|
}
|
|
|
|
private static void EmitAluBinary(
|
|
ShaderIrBlock block,
|
|
long opCode,
|
|
ShaderOper oper,
|
|
ShaderIrInst inst)
|
|
{
|
|
ShaderIrNode operA = opCode.Gpr8(), operB;
|
|
|
|
switch (oper)
|
|
{
|
|
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
|
|
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
|
|
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
|
|
|
|
default: throw new ArgumentException(nameof(oper));
|
|
}
|
|
|
|
ShaderIrNode op = new ShaderIrOp(inst, operA, operB);
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
|
|
}
|
|
|
|
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.Read(48);
|
|
bool negA = opCode.Read(49);
|
|
|
|
ShaderIrNode operA = opCode.Gpr8(), operB;
|
|
|
|
switch (oper)
|
|
{
|
|
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
|
|
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
|
|
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
|
|
|
|
default: throw new ArgumentException(nameof(oper));
|
|
}
|
|
|
|
ShaderIrNode op;
|
|
|
|
bool signed = opCode.Read(48); //?
|
|
|
|
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(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
|
|
}
|
|
|
|
private static void EmitFadd(ShaderIrBlock block, long opCode, ShaderOper oper)
|
|
{
|
|
bool negB = opCode.Read(45);
|
|
bool absA = opCode.Read(46);
|
|
bool negA = opCode.Read(48);
|
|
bool absB = opCode.Read(49);
|
|
bool sat = opCode.Read(50);
|
|
|
|
ShaderIrNode operA = opCode.Gpr8(), operB;
|
|
|
|
operA = GetAluFabsFneg(operA, absA, negA);
|
|
|
|
switch (oper)
|
|
{
|
|
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
|
|
case ShaderOper.Immf: operB = opCode.Immf19_20(); break;
|
|
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
|
|
|
|
default: throw new ArgumentException(nameof(oper));
|
|
}
|
|
|
|
operB = GetAluFabsFneg(operB, absB, negB);
|
|
|
|
ShaderIrNode op = new ShaderIrOp(ShaderIrInst.Fadd, operA, operB);
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), GetAluFsat(op, sat))));
|
|
}
|
|
|
|
private static void EmitFmul(ShaderIrBlock block, long opCode, ShaderOper oper)
|
|
{
|
|
bool negB = opCode.Read(48);
|
|
bool sat = opCode.Read(50);
|
|
|
|
ShaderIrNode operA = opCode.Gpr8(), operB;
|
|
|
|
switch (oper)
|
|
{
|
|
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
|
|
case ShaderOper.Immf: operB = opCode.Immf19_20(); break;
|
|
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
|
|
|
|
default: throw new ArgumentException(nameof(oper));
|
|
}
|
|
|
|
operB = GetAluFneg(operB, negB);
|
|
|
|
ShaderIrNode op = new ShaderIrOp(ShaderIrInst.Fmul, operA, operB);
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), GetAluFsat(op, sat))));
|
|
}
|
|
|
|
private static void EmitFfma(ShaderIrBlock block, long opCode, ShaderOper oper)
|
|
{
|
|
bool negB = opCode.Read(48);
|
|
bool negC = opCode.Read(49);
|
|
bool sat = opCode.Read(50);
|
|
|
|
ShaderIrNode operA = opCode.Gpr8(), operB, operC;
|
|
|
|
switch (oper)
|
|
{
|
|
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
|
|
case ShaderOper.Immf: operB = opCode.Immf19_20(); break;
|
|
case ShaderOper.Rc: operB = opCode.Gpr39(); break;
|
|
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
|
|
|
|
default: throw new ArgumentException(nameof(oper));
|
|
}
|
|
|
|
operB = GetAluFneg(operB, negB);
|
|
|
|
if (oper == ShaderOper.Rc)
|
|
{
|
|
operC = GetAluFneg(opCode.Cbuf34(), negC);
|
|
}
|
|
else
|
|
{
|
|
operC = GetAluFneg(opCode.Gpr39(), negC);
|
|
}
|
|
|
|
ShaderIrOp op = new ShaderIrOp(ShaderIrInst.Ffma, operA, operB, operC);
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), GetAluFsat(op, sat))));
|
|
}
|
|
|
|
private static void EmitIadd(ShaderIrBlock block, long opCode, ShaderOper oper)
|
|
{
|
|
ShaderIrNode operA = opCode.Gpr8();
|
|
ShaderIrNode operB;
|
|
|
|
switch (oper)
|
|
{
|
|
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
|
|
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
|
|
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
|
|
|
|
default: throw new ArgumentException(nameof(oper));
|
|
}
|
|
|
|
bool negA = opCode.Read(49);
|
|
bool negB = opCode.Read(48);
|
|
|
|
operA = GetAluIneg(operA, negA);
|
|
operB = GetAluIneg(operB, negB);
|
|
|
|
ShaderIrOp op = new ShaderIrOp(ShaderIrInst.Add, operA, operB);
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
|
|
}
|
|
|
|
private static void EmitIadd3(ShaderIrBlock block, long opCode, ShaderOper oper)
|
|
{
|
|
int mode = opCode.Read(37, 3);
|
|
|
|
bool neg1 = opCode.Read(51);
|
|
bool neg2 = opCode.Read(50);
|
|
bool neg3 = opCode.Read(49);
|
|
|
|
int height1 = opCode.Read(35, 3);
|
|
int height2 = opCode.Read(33, 3);
|
|
int height3 = opCode.Read(31, 3);
|
|
|
|
ShaderIrNode operB;
|
|
|
|
switch (oper)
|
|
{
|
|
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
|
|
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
|
|
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
|
|
|
|
default: throw new ArgumentException(nameof(oper));
|
|
}
|
|
|
|
ShaderIrNode ApplyHeight(ShaderIrNode src, int height)
|
|
{
|
|
if (oper != ShaderOper.Rr)
|
|
{
|
|
return src;
|
|
}
|
|
|
|
switch (height)
|
|
{
|
|
case 0: return src;
|
|
case 1: return new ShaderIrOp(ShaderIrInst.And, src, new ShaderIrOperImm(0xffff));
|
|
case 2: return new ShaderIrOp(ShaderIrInst.Lsr, src, new ShaderIrOperImm(16));
|
|
|
|
default: throw new InvalidOperationException();
|
|
}
|
|
}
|
|
|
|
ShaderIrNode src1 = GetAluIneg(ApplyHeight(opCode.Gpr8(), height1), neg1);
|
|
ShaderIrNode src2 = GetAluIneg(ApplyHeight(operB, height2), neg2);
|
|
ShaderIrNode src3 = GetAluIneg(ApplyHeight(opCode.Gpr39(), height3), neg3);
|
|
|
|
ShaderIrOp sum = new ShaderIrOp(ShaderIrInst.Add, src1, src2);
|
|
|
|
if (oper == ShaderOper.Rr)
|
|
{
|
|
switch (mode)
|
|
{
|
|
case 1: sum = new ShaderIrOp(ShaderIrInst.Lsr, sum, new ShaderIrOperImm(16)); break;
|
|
case 2: sum = new ShaderIrOp(ShaderIrInst.Lsl, sum, new ShaderIrOperImm(16)); break;
|
|
}
|
|
}
|
|
|
|
//Note: Here there should be a "+ 1" when carry flag is set
|
|
//but since carry is mostly ignored by other instructions, it's excluded for now
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), new ShaderIrOp(ShaderIrInst.Add, sum, src3))));
|
|
}
|
|
|
|
private static void EmitIscadd(ShaderIrBlock block, long opCode, ShaderOper oper)
|
|
{
|
|
bool negB = opCode.Read(48);
|
|
bool negA = opCode.Read(49);
|
|
|
|
ShaderIrNode operA = opCode.Gpr8(), operB;
|
|
|
|
ShaderIrOperImm scale = opCode.Imm5_39();
|
|
|
|
switch (oper)
|
|
{
|
|
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
|
|
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
|
|
case ShaderOper.Rr: operB = opCode.Gpr20(); 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(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), addOp)));
|
|
}
|
|
|
|
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.Read(45);
|
|
bool absA = opCode.Read(46);
|
|
bool negA = opCode.Read(48);
|
|
bool absB = opCode.Read(49);
|
|
|
|
ShaderIrNode operA = opCode.Gpr8(), operB;
|
|
|
|
if (isFloat)
|
|
{
|
|
operA = GetAluFabsFneg(operA, absA, negA);
|
|
}
|
|
else
|
|
{
|
|
operA = GetAluIabsIneg(operA, absA, negA);
|
|
}
|
|
|
|
switch (oper)
|
|
{
|
|
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
|
|
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
|
|
case ShaderOper.Immf: operB = opCode.Immf19_20(); break;
|
|
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
|
|
|
|
default: throw new ArgumentException(nameof(oper));
|
|
}
|
|
|
|
if (isFloat)
|
|
{
|
|
operB = GetAluFabsFneg(operB, absB, negB);
|
|
}
|
|
else
|
|
{
|
|
operB = GetAluIabsIneg(operB, absB, negB);
|
|
}
|
|
|
|
ShaderIrOperPred pred = opCode.Pred39();
|
|
|
|
ShaderIrOp op;
|
|
|
|
ShaderIrInst maxInst = isFloat ? ShaderIrInst.Fmax : ShaderIrInst.Max;
|
|
ShaderIrInst minInst = isFloat ? ShaderIrInst.Fmin : ShaderIrInst.Min;
|
|
|
|
if (pred.IsConst)
|
|
{
|
|
bool isMax = opCode.Read(42);
|
|
|
|
op = new ShaderIrOp(isMax
|
|
? maxInst
|
|
: minInst, operA, operB);
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
|
|
}
|
|
else
|
|
{
|
|
ShaderIrNode predN = opCode.Pred39N();
|
|
|
|
ShaderIrOp opMax = new ShaderIrOp(maxInst, operA, operB);
|
|
ShaderIrOp opMin = new ShaderIrOp(minInst, operA, operB);
|
|
|
|
ShaderIrAsg asgMax = new ShaderIrAsg(opCode.Gpr0(), opMax);
|
|
ShaderIrAsg asgMin = new ShaderIrAsg(opCode.Gpr0(), opMin);
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrCond(predN, asgMax, not: true)));
|
|
block.AddNode(opCode.PredNode(new ShaderIrCond(predN, asgMin, not: false)));
|
|
}
|
|
}
|
|
|
|
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.Read(45);
|
|
bool absA = opCode.Read(49);
|
|
|
|
ShaderIrNode operA;
|
|
|
|
switch (oper)
|
|
{
|
|
case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
|
|
case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
|
|
case ShaderOper.Rr: operA = opCode.Gpr20(); break;
|
|
|
|
default: throw new ArgumentException(nameof(oper));
|
|
}
|
|
|
|
operA = GetAluFabsFneg(operA, absA, negA);
|
|
|
|
block.AddNode(new ShaderIrCmnt("Stubbed."));
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operA)));
|
|
}
|
|
|
|
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.Read(43);
|
|
bool absB = opCode.Read(44);
|
|
bool negB = opCode.Read(53);
|
|
bool absA = opCode.Read(54);
|
|
|
|
bool boolFloat = opCode.Read(isFloat ? 52 : 44);
|
|
|
|
ShaderIrNode operA = opCode.Gpr8(), operB;
|
|
|
|
switch (oper)
|
|
{
|
|
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
|
|
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
|
|
case ShaderOper.Immf: operB = opCode.Immf19_20(); break;
|
|
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
|
|
|
|
default: throw new ArgumentException(nameof(oper));
|
|
}
|
|
|
|
ShaderIrInst cmpInst;
|
|
|
|
if (isFloat)
|
|
{
|
|
operA = GetAluFabsFneg(operA, absA, negA);
|
|
operB = GetAluFabsFneg(operB, absB, negB);
|
|
|
|
cmpInst = opCode.CmpF();
|
|
}
|
|
else
|
|
{
|
|
cmpInst = opCode.Cmp();
|
|
}
|
|
|
|
ShaderIrOp op = new ShaderIrOp(cmpInst, operA, operB);
|
|
|
|
ShaderIrInst lopInst = opCode.BLop45();
|
|
|
|
ShaderIrOperPred pNode = opCode.Pred39();
|
|
|
|
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(opCode.Gpr0(), imm0);
|
|
ShaderIrNode asg1 = new ShaderIrAsg(opCode.Gpr0(), 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(opCode.PredNode(asg0));
|
|
block.AddNode(opCode.PredNode(asg1));
|
|
}
|
|
|
|
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.Read(7);
|
|
bool negP = opCode.Read(42);
|
|
bool negA = opCode.Read(43);
|
|
bool absB = opCode.Read(44);
|
|
|
|
ShaderIrNode operA = opCode.Gpr8(), operB;
|
|
|
|
switch (oper)
|
|
{
|
|
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
|
|
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
|
|
case ShaderOper.Immf: operB = opCode.Immf19_20(); break;
|
|
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
|
|
|
|
default: throw new ArgumentException(nameof(oper));
|
|
}
|
|
|
|
ShaderIrInst cmpInst;
|
|
|
|
if (isFloat)
|
|
{
|
|
operA = GetAluFabsFneg(operA, absA, negA);
|
|
operB = GetAluFabs (operB, absB);
|
|
|
|
cmpInst = opCode.CmpF();
|
|
}
|
|
else
|
|
{
|
|
cmpInst = opCode.Cmp();
|
|
}
|
|
|
|
ShaderIrOp op = new ShaderIrOp(cmpInst, operA, operB);
|
|
|
|
ShaderIrOperPred p0Node = opCode.Pred3();
|
|
ShaderIrOperPred p1Node = opCode.Pred0();
|
|
ShaderIrOperPred p2Node = opCode.Pred39();
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrAsg(p0Node, op)));
|
|
|
|
ShaderIrInst lopInst = opCode.BLop45();
|
|
|
|
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(opCode.PredNode(new ShaderIrAsg(p1Node, op)));
|
|
|
|
op = new ShaderIrOp(lopInst, p0Node, p2NNode);
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrAsg(p0Node, op)));
|
|
}
|
|
|
|
private static void EmitBinaryHalfOp(ShaderIrBlock block, long opCode, ShaderIrInst inst)
|
|
{
|
|
bool absB = opCode.Read(30);
|
|
bool negB = opCode.Read(31);
|
|
bool sat = opCode.Read(32);
|
|
bool absA = opCode.Read(44);
|
|
|
|
ShaderIrOperGpr[] vecA = opCode.GprHalfVec8();
|
|
ShaderIrOperGpr[] vecB = opCode.GprHalfVec20();
|
|
|
|
HalfOutputType outputType = (HalfOutputType)opCode.Read(49, 3);
|
|
|
|
int elems = outputType == HalfOutputType.PackedFp16 ? 2 : 1;
|
|
int first = outputType == HalfOutputType.MergeH1 ? 1 : 0;
|
|
|
|
for (int index = first; index < elems; index++)
|
|
{
|
|
ShaderIrNode operA = GetAluFabs (vecA[index], absA);
|
|
ShaderIrNode operB = GetAluFabsFneg(vecB[index], absB, negB);
|
|
|
|
ShaderIrNode op = new ShaderIrOp(inst, operA, operB);
|
|
|
|
ShaderIrOperGpr dst = GetHalfDst(opCode, outputType, index);
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrAsg(dst, GetAluFsat(op, sat))));
|
|
}
|
|
}
|
|
|
|
private static ShaderIrOperGpr GetHalfDst(long opCode, HalfOutputType outputType, int index)
|
|
{
|
|
switch (outputType)
|
|
{
|
|
case HalfOutputType.PackedFp16: return opCode.GprHalf0(index);
|
|
case HalfOutputType.Fp32: return opCode.Gpr0();
|
|
case HalfOutputType.MergeH0: return opCode.GprHalf0(0);
|
|
case HalfOutputType.MergeH1: return opCode.GprHalf0(1);
|
|
}
|
|
|
|
throw new ArgumentException(nameof(outputType));
|
|
}
|
|
|
|
private static void EmitLop(ShaderIrBlock block, long opCode, ShaderOper oper)
|
|
{
|
|
int subOp = opCode.Read(41, 3);
|
|
|
|
bool invA = opCode.Read(39);
|
|
bool invB = opCode.Read(40);
|
|
|
|
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(opCode.Gpr8(), invA);
|
|
ShaderIrNode operB;
|
|
|
|
switch (oper)
|
|
{
|
|
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
|
|
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
|
|
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
|
|
|
|
default: throw new ArgumentException(nameof(oper));
|
|
}
|
|
|
|
operB = GetAluNot(operB, invB);
|
|
|
|
ShaderIrNode op;
|
|
|
|
if (subOp < 3)
|
|
{
|
|
op = new ShaderIrOp(inst, operA, operB);
|
|
}
|
|
else
|
|
{
|
|
op = operB;
|
|
}
|
|
|
|
ShaderIrNode compare = new ShaderIrOp(ShaderIrInst.Cne, op, new ShaderIrOperImm(0));
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Pred48(), compare)));
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
|
|
}
|
|
|
|
private enum XmadMode
|
|
{
|
|
Cfull = 0,
|
|
Clo = 1,
|
|
Chi = 2,
|
|
Csfu = 3,
|
|
Cbcc = 4
|
|
}
|
|
|
|
private static void EmitXmad(ShaderIrBlock block, long opCode, ShaderOper oper)
|
|
{
|
|
bool signedA = opCode.Read(48);
|
|
bool signedB = opCode.Read(49);
|
|
bool highB = opCode.Read(52);
|
|
bool highA = opCode.Read(53);
|
|
|
|
int mode = opCode.Read(50, 7);
|
|
|
|
ShaderIrNode operA = opCode.Gpr8(), operB, operC;
|
|
|
|
switch (oper)
|
|
{
|
|
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
|
|
case ShaderOper.Imm: operB = opCode.ImmU16_20(); break;
|
|
case ShaderOper.Rc: operB = opCode.Gpr39(); break;
|
|
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
|
|
|
|
default: throw new ArgumentException(nameof(oper));
|
|
}
|
|
|
|
ShaderIrNode operB2 = operB;
|
|
|
|
if (oper == ShaderOper.Imm)
|
|
{
|
|
int imm = ((ShaderIrOperImm)operB2).Value;
|
|
|
|
if (!highB)
|
|
{
|
|
imm <<= 16;
|
|
}
|
|
|
|
if (signedB)
|
|
{
|
|
imm >>= 16;
|
|
}
|
|
else
|
|
{
|
|
imm = (int)((uint)imm >> 16);
|
|
}
|
|
|
|
operB2 = new ShaderIrOperImm(imm);
|
|
}
|
|
|
|
ShaderIrOperImm imm16 = new ShaderIrOperImm(16);
|
|
|
|
//If we are working with the lower 16-bits of the A/B operands,
|
|
//we need to shift the lower 16-bits to the top 16-bits. Later,
|
|
//they will be right shifted. For U16 types, this will be a logical
|
|
//right shift, and for S16 types, a arithmetic right shift.
|
|
if (!highA)
|
|
{
|
|
operA = new ShaderIrOp(ShaderIrInst.Lsl, operA, imm16);
|
|
}
|
|
|
|
if (!highB && oper != ShaderOper.Imm)
|
|
{
|
|
operB2 = new ShaderIrOp(ShaderIrInst.Lsl, operB2, imm16);
|
|
}
|
|
|
|
ShaderIrInst shiftA = signedA ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
|
|
ShaderIrInst shiftB = signedB ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
|
|
|
|
operA = new ShaderIrOp(shiftA, operA, imm16);
|
|
|
|
if (oper != ShaderOper.Imm)
|
|
{
|
|
operB2 = new ShaderIrOp(shiftB, operB2, imm16);
|
|
}
|
|
|
|
bool productShiftLeft = false;
|
|
bool merge = false;
|
|
|
|
if (oper == ShaderOper.Rc)
|
|
{
|
|
operC = opCode.Cbuf34();
|
|
}
|
|
else
|
|
{
|
|
operC = opCode.Gpr39();
|
|
|
|
productShiftLeft = opCode.Read(36);
|
|
merge = opCode.Read(37);
|
|
}
|
|
|
|
ShaderIrOp mulOp = new ShaderIrOp(ShaderIrInst.Mul, operA, operB2);
|
|
|
|
if (productShiftLeft)
|
|
{
|
|
mulOp = new ShaderIrOp(ShaderIrInst.Lsl, mulOp, imm16);
|
|
}
|
|
|
|
switch ((XmadMode)mode)
|
|
{
|
|
case XmadMode.Clo: operC = ExtendTo32(operC, signed: false, size: 16); break;
|
|
|
|
case XmadMode.Chi: operC = new ShaderIrOp(ShaderIrInst.Lsr, operC, imm16); break;
|
|
|
|
case XmadMode.Cbcc:
|
|
{
|
|
ShaderIrOp operBLsh16 = new ShaderIrOp(ShaderIrInst.Lsl, operB, imm16);
|
|
|
|
operC = new ShaderIrOp(ShaderIrInst.Add, operC, operBLsh16);
|
|
|
|
break;
|
|
}
|
|
|
|
case XmadMode.Csfu:
|
|
{
|
|
ShaderIrOperImm imm31 = new ShaderIrOperImm(31);
|
|
|
|
ShaderIrOp signAdjustA = new ShaderIrOp(ShaderIrInst.Lsr, operA, imm31);
|
|
ShaderIrOp signAdjustB = new ShaderIrOp(ShaderIrInst.Lsr, operB2, imm31);
|
|
|
|
signAdjustA = new ShaderIrOp(ShaderIrInst.Lsl, signAdjustA, imm16);
|
|
signAdjustB = new ShaderIrOp(ShaderIrInst.Lsl, signAdjustB, imm16);
|
|
|
|
ShaderIrOp signAdjust = new ShaderIrOp(ShaderIrInst.Add, signAdjustA, signAdjustB);
|
|
|
|
operC = new ShaderIrOp(ShaderIrInst.Sub, operC, signAdjust);
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
ShaderIrOp addOp = new ShaderIrOp(ShaderIrInst.Add, mulOp, operC);
|
|
|
|
if (merge)
|
|
{
|
|
ShaderIrOperImm imm16Mask = new ShaderIrOperImm(0xffff);
|
|
|
|
addOp = new ShaderIrOp(ShaderIrInst.And, addOp, imm16Mask);
|
|
operB = new ShaderIrOp(ShaderIrInst.Lsl, operB, imm16);
|
|
addOp = new ShaderIrOp(ShaderIrInst.Or, addOp, operB);
|
|
}
|
|
|
|
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), addOp)));
|
|
}
|
|
}
|
|
} |