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https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-11-15 09:35:27 +00:00
Fix XMAD shader instruction, gl_FrontFacing and enable face culling (#583)
* Fix XMAD shader instruction implementation * Fix gl_FrontFacing constant value * Enable face culling again * Fix typo
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b126ea48c6
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9cbcbaa90c
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@ -159,25 +159,23 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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Shader.SetExtraData(New.FlipX, New.FlipY, New.Instance);
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}
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//Note: Uncomment SetFrontFace and SetCullFace when flipping issues are solved
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if (New.FrontFace != Old.FrontFace)
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{
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GL.FrontFace(OGLEnumConverter.GetFrontFace(New.FrontFace));
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}
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//if (New.FrontFace != Old.FrontFace)
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//{
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// GL.FrontFace(OGLEnumConverter.GetFrontFace(New.FrontFace));
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//}
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if (New.CullFaceEnabled != Old.CullFaceEnabled)
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{
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Enable(EnableCap.CullFace, New.CullFaceEnabled);
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}
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//if (New.CullFaceEnabled != Old.CullFaceEnabled)
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//{
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// Enable(EnableCap.CullFace, New.CullFaceEnabled);
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//}
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//if (New.CullFaceEnabled)
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//{
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// if (New.CullFace != Old.CullFace)
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// {
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// GL.CullFace(OGLEnumConverter.GetCullFace(New.CullFace));
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// }
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//}
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if (New.CullFaceEnabled)
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{
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if (New.CullFace != Old.CullFace)
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{
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GL.CullFace(OGLEnumConverter.GetCullFace(New.CullFace));
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}
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}
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if (New.DepthTestEnabled != Old.DepthTestEnabled)
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{
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@ -845,9 +845,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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case GlslDecl.PointCoordAttrX: return "gl_PointCoord.x";
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case GlslDecl.PointCoordAttrY: return "gl_PointCoord.y";
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//Note: It's a guess that Maxwell's face is 1 when gl_FrontFacing == true
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case GlslDecl.FaceAttr: return "(gl_FrontFacing ? 1 : 0)";
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case GlslDecl.FaceAttr: return "(gl_FrontFacing ? -1 : 0)";
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}
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}
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@ -1148,41 +1148,87 @@ namespace Ryujinx.Graphics.Gal.Shader
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
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}
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private enum XmadMode
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{
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Cfull = 0,
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Clo = 1,
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Chi = 2,
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Csfu = 3,
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Cbcc = 4
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}
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private static void EmitXmad(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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//TODO: Confirm SignAB/C, it is just a guess.
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//TODO: Implement Mode 3 (CSFU), what it does?
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bool SignAB = OpCode.Read(48);
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bool SignC = OpCode.Read(49);
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bool HighB = OpCode.Read(52);
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bool HighA = OpCode.Read(53);
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bool SignedA = OpCode.Read(48);
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bool SignedB = OpCode.Read(49);
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bool HighB = OpCode.Read(52);
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bool HighA = OpCode.Read(53);
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int Mode = OpCode.Read(50, 7);
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ShaderIrNode OperA = OpCode.Gpr8(), OperB, OperC;
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ShaderIrOperImm Imm16 = new ShaderIrOperImm(16);
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ShaderIrOperImm ImmMsk = new ShaderIrOperImm(0xffff);
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ShaderIrInst ShiftAB = SignAB ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
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ShaderIrInst ShiftC = SignC ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
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if (HighA)
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{
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OperA = new ShaderIrOp(ShiftAB, OperA, Imm16);
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}
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switch (Oper)
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{
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case ShaderOper.CR: OperB = OpCode.Cbuf34(); break;
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case ShaderOper.Imm: OperB = OpCode.Imm19_20(); break;
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case ShaderOper.RC: OperB = OpCode.Gpr39(); break;
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case ShaderOper.RR: OperB = OpCode.Gpr20(); break;
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case ShaderOper.CR: OperB = OpCode.Cbuf34(); break;
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case ShaderOper.Imm: OperB = OpCode.ImmU16_20(); break;
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case ShaderOper.RC: OperB = OpCode.Gpr39(); break;
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case ShaderOper.RR: OperB = OpCode.Gpr20(); break;
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default: throw new ArgumentException(nameof(Oper));
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}
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bool ProductShiftLeft = false, Merge = false;
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ShaderIrNode OperB2 = OperB;
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if (Oper == ShaderOper.Imm)
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{
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int Imm = ((ShaderIrOperImm)OperB2).Value;
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if (!HighB)
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{
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Imm <<= 16;
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}
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if (SignedB)
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{
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Imm >>= 16;
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}
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else
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{
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Imm = (int)((uint)Imm >> 16);
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}
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OperB2 = new ShaderIrOperImm(Imm);
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}
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ShaderIrOperImm Imm16 = new ShaderIrOperImm(16);
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//If we are working with the lower 16-bits of the A/B operands,
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//we need to shift the lower 16-bits to the top 16-bits. Later,
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//they will be right shifted. For U16 types, this will be a logical
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//right shift, and for S16 types, a arithmetic right shift.
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if (!HighA)
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{
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OperA = new ShaderIrOp(ShaderIrInst.Lsl, OperA, Imm16);
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}
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if (!HighB && Oper != ShaderOper.Imm)
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{
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OperB2 = new ShaderIrOp(ShaderIrInst.Lsl, OperB2, Imm16);
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}
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ShaderIrInst ShiftA = SignedA ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
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ShaderIrInst ShiftB = SignedB ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
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OperA = new ShaderIrOp(ShiftA, OperA, Imm16);
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if (Oper != ShaderOper.Imm)
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{
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OperB2 = new ShaderIrOp(ShiftB, OperB2, Imm16);
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}
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bool ProductShiftLeft = false;
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bool Merge = false;
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if (Oper == ShaderOper.RC)
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{
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@ -1196,40 +1242,53 @@ namespace Ryujinx.Graphics.Gal.Shader
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Merge = OpCode.Read(37);
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}
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switch (Mode)
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{
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//CLO.
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case 1: OperC = ExtendTo32(OperC, SignC, 16); break;
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//CHI.
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case 2: OperC = new ShaderIrOp(ShiftC, OperC, Imm16); break;
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}
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ShaderIrNode OperBH = OperB;
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if (HighB)
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{
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OperBH = new ShaderIrOp(ShiftAB, OperBH, Imm16);
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}
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ShaderIrOp MulOp = new ShaderIrOp(ShaderIrInst.Mul, OperA, OperBH);
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ShaderIrOp MulOp = new ShaderIrOp(ShaderIrInst.Mul, OperA, OperB2);
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if (ProductShiftLeft)
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{
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MulOp = new ShaderIrOp(ShaderIrInst.Lsl, MulOp, Imm16);
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}
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switch ((XmadMode)Mode)
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{
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case XmadMode.Clo: OperC = ExtendTo32(OperC, Signed: false, Size: 16); break;
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case XmadMode.Chi: OperC = new ShaderIrOp(ShaderIrInst.Lsr, OperC, Imm16); break;
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case XmadMode.Cbcc:
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{
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ShaderIrOp OperBLsh16 = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
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OperC = new ShaderIrOp(ShaderIrInst.Add, OperC, OperBLsh16);
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break;
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}
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case XmadMode.Csfu:
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{
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ShaderIrOperImm Imm31 = new ShaderIrOperImm(31);
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ShaderIrOp SignAdjustA = new ShaderIrOp(ShaderIrInst.Lsr, OperA, Imm31);
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ShaderIrOp SignAdjustB = new ShaderIrOp(ShaderIrInst.Lsr, OperB2, Imm31);
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SignAdjustA = new ShaderIrOp(ShaderIrInst.Lsl, SignAdjustA, Imm16);
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SignAdjustB = new ShaderIrOp(ShaderIrInst.Lsl, SignAdjustB, Imm16);
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ShaderIrOp SignAdjust = new ShaderIrOp(ShaderIrInst.Add, SignAdjustA, SignAdjustB);
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OperC = new ShaderIrOp(ShaderIrInst.Sub, OperC, SignAdjust);
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break;
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}
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}
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ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, MulOp, OperC);
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if (Merge)
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{
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AddOp = new ShaderIrOp(ShaderIrInst.And, AddOp, ImmMsk);
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OperB = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
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AddOp = new ShaderIrOp(ShaderIrInst.Or, AddOp, OperB);
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}
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ShaderIrOperImm Imm16Mask = new ShaderIrOperImm(0xffff);
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if (Mode == 4)
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{
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AddOp = new ShaderIrOp(ShaderIrInst.And, AddOp, Imm16Mask);
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OperB = new ShaderIrOp(ShaderIrInst.Lsl, OperB, Imm16);
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AddOp = new ShaderIrOp(ShaderIrInst.Or, AddOp, OperB);
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}
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@ -138,6 +138,11 @@ namespace Ryujinx.Graphics.Gal.Shader
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return new ShaderIrOperImmf(BitConverter.Int32BitsToSingle((int)(OpCode >> 20)));
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}
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private static ShaderIrOperImm ImmU16_20(this long OpCode)
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{
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return new ShaderIrOperImm(OpCode.Read(20, 0xffff));
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}
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private static ShaderIrOperImm Imm19_20(this long OpCode)
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{
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int Value = OpCode.Read(20, 0x7ffff);
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