Ryujinx-git/Ryujinx.Graphics/Gal/Shader/ShaderDecodeMove.cs
Alex Barney 1f554c1093 Do naming refactoring on Ryujinx.Graphics (#611)
* 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
2019-03-04 12:45:25 +11:00

431 lines
No EOL
13 KiB
C#

using System;
using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
private enum IntType
{
U8 = 0,
U16 = 1,
U32 = 2,
U64 = 3,
S8 = 4,
S16 = 5,
S32 = 6,
S64 = 7
}
private enum FloatType
{
F16 = 1,
F32 = 2,
F64 = 3
}
public static void F2f_C(ShaderIrBlock block, long opCode, int position)
{
EmitF2F(block, opCode, ShaderOper.Cr);
}
public static void F2f_I(ShaderIrBlock block, long opCode, int position)
{
EmitF2F(block, opCode, ShaderOper.Immf);
}
public static void F2f_R(ShaderIrBlock block, long opCode, int position)
{
EmitF2F(block, opCode, ShaderOper.Rr);
}
public static void F2i_C(ShaderIrBlock block, long opCode, int position)
{
EmitF2I(block, opCode, ShaderOper.Cr);
}
public static void F2i_I(ShaderIrBlock block, long opCode, int position)
{
EmitF2I(block, opCode, ShaderOper.Immf);
}
public static void F2i_R(ShaderIrBlock block, long opCode, int position)
{
EmitF2I(block, opCode, ShaderOper.Rr);
}
public static void I2f_C(ShaderIrBlock block, long opCode, int position)
{
EmitI2F(block, opCode, ShaderOper.Cr);
}
public static void I2f_I(ShaderIrBlock block, long opCode, int position)
{
EmitI2F(block, opCode, ShaderOper.Imm);
}
public static void I2f_R(ShaderIrBlock block, long opCode, int position)
{
EmitI2F(block, opCode, ShaderOper.Rr);
}
public static void I2i_C(ShaderIrBlock block, long opCode, int position)
{
EmitI2I(block, opCode, ShaderOper.Cr);
}
public static void I2i_I(ShaderIrBlock block, long opCode, int position)
{
EmitI2I(block, opCode, ShaderOper.Imm);
}
public static void I2i_R(ShaderIrBlock block, long opCode, int position)
{
EmitI2I(block, opCode, ShaderOper.Rr);
}
public static void Isberd(ShaderIrBlock block, long opCode, int position)
{
//This instruction seems to be used to translate from an address to a vertex index in a GS
//Stub it as such
block.AddNode(new ShaderIrCmnt("Stubbed."));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), opCode.Gpr8())));
}
public static void Mov_C(ShaderIrBlock block, long opCode, int position)
{
ShaderIrOperCbuf cbuf = opCode.Cbuf34();
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), cbuf)));
}
public static void Mov_I(ShaderIrBlock block, long opCode, int position)
{
ShaderIrOperImm imm = opCode.Imm19_20();
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), imm)));
}
public static void Mov_I32(ShaderIrBlock block, long opCode, int position)
{
ShaderIrOperImm imm = opCode.Imm32_20();
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), imm)));
}
public static void Mov_R(ShaderIrBlock block, long opCode, int position)
{
ShaderIrOperGpr gpr = opCode.Gpr20();
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), gpr)));
}
public static void Sel_C(ShaderIrBlock block, long opCode, int position)
{
EmitSel(block, opCode, ShaderOper.Cr);
}
public static void Sel_I(ShaderIrBlock block, long opCode, int position)
{
EmitSel(block, opCode, ShaderOper.Imm);
}
public static void Sel_R(ShaderIrBlock block, long opCode, int position)
{
EmitSel(block, opCode, ShaderOper.Rr);
}
public static void Mov_S(ShaderIrBlock block, long opCode, int position)
{
block.AddNode(new ShaderIrCmnt("Stubbed."));
//Zero is used as a special number to get a valid "0 * 0 + VertexIndex" in a GS
ShaderIrNode source = new ShaderIrOperImm(0);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), source)));
}
private static void EmitF2F(ShaderIrBlock block, long opCode, ShaderOper oper)
{
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);
ShaderIrInst roundInst = GetRoundInst(opCode);
if (roundInst != ShaderIrInst.Invalid)
{
operA = new ShaderIrOp(roundInst, operA);
}
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operA)));
}
private static void EmitF2I(ShaderIrBlock block, long opCode, ShaderOper oper)
{
IntType type = GetIntType(opCode);
if (type == IntType.U64 ||
type == IntType.S64)
{
//TODO: 64-bits support.
//Note: GLSL doesn't support 64-bits integers.
throw new NotImplementedException();
}
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);
ShaderIrInst roundInst = GetRoundInst(opCode);
if (roundInst != ShaderIrInst.Invalid)
{
operA = new ShaderIrOp(roundInst, operA);
}
bool signed = type >= IntType.S8;
int size = 8 << ((int)type & 3);
if (size < 32)
{
uint mask = uint.MaxValue >> (32 - size);
float cMin = 0;
float cMax = mask;
if (signed)
{
uint halfMask = mask >> 1;
cMin -= halfMask + 1;
cMax = halfMask;
}
ShaderIrOperImmf min = new ShaderIrOperImmf(cMin);
ShaderIrOperImmf max = new ShaderIrOperImmf(cMax);
operA = new ShaderIrOp(ShaderIrInst.Fclamp, operA, min, max);
}
ShaderIrInst inst = signed
? ShaderIrInst.Ftos
: ShaderIrInst.Ftou;
ShaderIrNode op = new ShaderIrOp(inst, operA);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
private static void EmitI2F(ShaderIrBlock block, long opCode, ShaderOper oper)
{
IntType type = GetIntType(opCode);
if (type == IntType.U64 ||
type == IntType.S64)
{
//TODO: 64-bits support.
//Note: GLSL doesn't support 64-bits integers.
throw new NotImplementedException();
}
int sel = opCode.Read(41, 3);
bool negA = opCode.Read(45);
bool absA = opCode.Read(49);
ShaderIrNode operA;
switch (oper)
{
case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
case ShaderOper.Imm: operA = opCode.Imm19_20(); break;
case ShaderOper.Rr: operA = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
operA = GetAluIabsIneg(operA, absA, negA);
bool signed = type >= IntType.S8;
int shift = sel * 8;
int size = 8 << ((int)type & 3);
if (shift != 0)
{
operA = new ShaderIrOp(ShaderIrInst.Asr, operA, new ShaderIrOperImm(shift));
}
if (size < 32)
{
operA = ExtendTo32(operA, signed, size);
}
ShaderIrInst inst = signed
? ShaderIrInst.Stof
: ShaderIrInst.Utof;
ShaderIrNode op = new ShaderIrOp(inst, operA);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
private static void EmitI2I(ShaderIrBlock block, long opCode, ShaderOper oper)
{
IntType type = GetIntType(opCode);
if (type == IntType.U64 ||
type == IntType.S64)
{
//TODO: 64-bits support.
//Note: GLSL doesn't support 64-bits integers.
throw new NotImplementedException();
}
int sel = opCode.Read(41, 3);
bool negA = opCode.Read(45);
bool absA = opCode.Read(49);
bool satA = opCode.Read(50);
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 = GetAluIabsIneg(operA, absA, negA);
bool signed = type >= IntType.S8;
int shift = sel * 8;
int size = 8 << ((int)type & 3);
if (shift != 0)
{
operA = new ShaderIrOp(ShaderIrInst.Asr, operA, new ShaderIrOperImm(shift));
}
if (size < 32)
{
uint mask = uint.MaxValue >> (32 - size);
if (satA)
{
uint cMin = 0;
uint cMax = mask;
if (signed)
{
uint halfMask = mask >> 1;
cMin -= halfMask + 1;
cMax = halfMask;
}
ShaderIrOperImm min = new ShaderIrOperImm((int)cMin);
ShaderIrOperImm max = new ShaderIrOperImm((int)cMax);
operA = new ShaderIrOp(signed
? ShaderIrInst.Clamps
: ShaderIrInst.Clampu, operA, min, max);
}
else
{
operA = ExtendTo32(operA, signed, size);
}
}
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operA)));
}
private static void EmitSel(ShaderIrBlock block, long opCode, ShaderOper oper)
{
ShaderIrOperGpr dst = opCode.Gpr0();
ShaderIrNode pred = opCode.Pred39N();
ShaderIrNode resultA = opCode.Gpr8();
ShaderIrNode resultB;
switch (oper)
{
case ShaderOper.Cr: resultB = opCode.Cbuf34(); break;
case ShaderOper.Imm: resultB = opCode.Imm19_20(); break;
case ShaderOper.Rr: resultB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
block.AddNode(opCode.PredNode(new ShaderIrCond(pred, new ShaderIrAsg(dst, resultA), false)));
block.AddNode(opCode.PredNode(new ShaderIrCond(pred, new ShaderIrAsg(dst, resultB), true)));
}
private static IntType GetIntType(long opCode)
{
bool signed = opCode.Read(13);
IntType type = (IntType)(opCode.Read(10, 3));
if (signed)
{
type += (int)IntType.S8;
}
return type;
}
private static FloatType GetFloatType(long opCode)
{
return (FloatType)(opCode.Read(8, 3));
}
private static ShaderIrInst GetRoundInst(long opCode)
{
switch (opCode.Read(39, 3))
{
case 1: return ShaderIrInst.Floor;
case 2: return ShaderIrInst.Ceil;
case 3: return ShaderIrInst.Trunc;
}
return ShaderIrInst.Invalid;
}
}
}