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

* Graphics: Move Gal/Texture to Texture

* Remove Engines/ directory and namespace

* Use tables for image formats

* Abstract OpCode decoding

* Simplify image table

* Do not leak Read* symbols in TextureReader

* Fixups

* Rename IGalFrameBuffer -> IGalRenderTarget

* Remove MaxBpp hardcoded value

* Change yet again texture data and add G8R8 flipping

* Rename GalFrameBufferFormat to GalSurfaceFormat

* Unident EnsureSetup in ImageHandler

* Add IsCompressed

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

1178 lines
38 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, long Position)
{
EmitBfe(Block, OpCode, ShaderOper.CR);
}
public static void Bfe_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitBfe(Block, OpCode, ShaderOper.Imm);
}
public static void Bfe_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitBfe(Block, OpCode, ShaderOper.RR);
}
public static void Fadd_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFadd(Block, OpCode, ShaderOper.CR);
}
public static void Fadd_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFadd(Block, OpCode, ShaderOper.Immf);
}
public static void Fadd_I32(ShaderIrBlock Block, long OpCode, long Position)
{
ShaderIrNode OperA = OpCode.Gpr8();
ShaderIrNode OperB = OpCode.Immf32_20();
bool NegB = OpCode.Read(53);
bool AbsA = OpCode.Read(54);
bool NegA = OpCode.Read(56);
bool AbsB = OpCode.Read(57);
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
OperB = GetAluFabsFneg(OperB, AbsB, NegB);
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
}
public static void Fadd_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFadd(Block, OpCode, ShaderOper.RR);
}
public static void Ffma_CR(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFfma(Block, OpCode, ShaderOper.CR);
}
public static void Ffma_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFfma(Block, OpCode, ShaderOper.Immf);
}
public static void Ffma_RC(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFfma(Block, OpCode, ShaderOper.RC);
}
public static void Ffma_RR(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFfma(Block, OpCode, ShaderOper.RR);
}
public static void Fmnmx_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFmnmx(Block, OpCode, ShaderOper.CR);
}
public static void Fmnmx_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFmnmx(Block, OpCode, ShaderOper.Immf);
}
public static void Fmnmx_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFmnmx(Block, OpCode, ShaderOper.RR);
}
public static void Fmul_I32(ShaderIrBlock Block, long OpCode, long Position)
{
ShaderIrNode OperA = OpCode.Gpr8();
ShaderIrNode OperB = OpCode.Immf32_20();
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
}
public static void Fmul_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFmul(Block, OpCode, ShaderOper.CR);
}
public static void Fmul_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFmul(Block, OpCode, ShaderOper.Immf);
}
public static void Fmul_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFmul(Block, OpCode, ShaderOper.RR);
}
public static void Fset_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFset(Block, OpCode, ShaderOper.CR);
}
public static void Fset_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFset(Block, OpCode, ShaderOper.Immf);
}
public static void Fset_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFset(Block, OpCode, ShaderOper.RR);
}
public static void Fsetp_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFsetp(Block, OpCode, ShaderOper.CR);
}
public static void Fsetp_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFsetp(Block, OpCode, ShaderOper.Immf);
}
public static void Fsetp_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitFsetp(Block, OpCode, ShaderOper.RR);
}
public static void Iadd_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIadd(Block, OpCode, ShaderOper.CR);
}
public static void Iadd_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIadd(Block, OpCode, ShaderOper.Imm);
}
public static void Iadd_I32(ShaderIrBlock Block, long OpCode, long Position)
{
ShaderIrNode OperA = OpCode.Gpr8();
ShaderIrNode OperB = OpCode.Imm32_20();
bool NegA = OpCode.Read(56);
OperA = GetAluIneg(OperA, NegA);
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Add, OperA, OperB);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
}
public static void Iadd_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIadd(Block, OpCode, ShaderOper.RR);
}
public static void Iadd3_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIadd3(Block, OpCode, ShaderOper.CR);
}
public static void Iadd3_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIadd3(Block, OpCode, ShaderOper.Imm);
}
public static void Iadd3_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIadd3(Block, OpCode, ShaderOper.RR);
}
public static void Imnmx_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitImnmx(Block, OpCode, ShaderOper.CR);
}
public static void Imnmx_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitImnmx(Block, OpCode, ShaderOper.Imm);
}
public static void Imnmx_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitImnmx(Block, OpCode, ShaderOper.RR);
}
public static void Ipa(ShaderIrBlock Block, long OpCode, long Position)
{
ShaderIrNode OperA = OpCode.Abuf28();
ShaderIrNode OperB = OpCode.Gpr20();
ShaderIpaMode Mode = (ShaderIpaMode)(OpCode.Read(54, 3));
ShaderIrMetaIpa Meta = new ShaderIrMetaIpa(Mode);
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ipa, OperA, OperB, null, Meta);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
}
public static void Iscadd_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIscadd(Block, OpCode, ShaderOper.CR);
}
public static void Iscadd_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIscadd(Block, OpCode, ShaderOper.Imm);
}
public static void Iscadd_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIscadd(Block, OpCode, ShaderOper.RR);
}
public static void Iset_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIset(Block, OpCode, ShaderOper.CR);
}
public static void Iset_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIset(Block, OpCode, ShaderOper.Imm);
}
public static void Iset_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIset(Block, OpCode, ShaderOper.RR);
}
public static void Isetp_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIsetp(Block, OpCode, ShaderOper.CR);
}
public static void Isetp_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIsetp(Block, OpCode, ShaderOper.Imm);
}
public static void Isetp_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitIsetp(Block, OpCode, ShaderOper.RR);
}
public static void Lop_I32(ShaderIrBlock Block, long OpCode, long Position)
{
int SubOp = OpCode.Read(53, 3);
bool InvA = OpCode.Read(55);
bool InvB = OpCode.Read(56);
ShaderIrInst Inst = 0;
switch (SubOp)
{
case 0: Inst = ShaderIrInst.And; break;
case 1: Inst = ShaderIrInst.Or; break;
case 2: Inst = ShaderIrInst.Xor; break;
}
ShaderIrNode OperB = GetAluNot(OpCode.Imm32_20(), InvB);
//SubOp == 3 is pass, used by the not instruction
//which just moves the inverted register value.
if (SubOp < 3)
{
ShaderIrNode OperA = GetAluNot(OpCode.Gpr8(), InvA);
ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
}
else
{
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), OperB)));
}
}
public static void Lop_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitLop(Block, OpCode, ShaderOper.CR);
}
public static void Lop_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitLop(Block, OpCode, ShaderOper.Imm);
}
public static void Lop_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitLop(Block, OpCode, ShaderOper.RR);
}
public static void Mufu(ShaderIrBlock Block, long OpCode, long Position)
{
int SubOp = OpCode.Read(20, 0xf);
bool AbsA = OpCode.Read(46);
bool NegA = OpCode.Read(48);
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 = OpCode.Gpr8();
ShaderIrOp Op = new ShaderIrOp(Inst, GetAluFabsFneg(OperA, AbsA, NegA));
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
}
public static void Psetp(ShaderIrBlock Block, long OpCode, long Position)
{
bool NegA = OpCode.Read(15);
bool NegB = OpCode.Read(32);
bool NegP = OpCode.Read(42);
ShaderIrInst LopInst = OpCode.BLop24();
ShaderIrNode OperA = OpCode.Pred12();
ShaderIrNode OperB = OpCode.Pred29();
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 = OpCode.Pred3();
ShaderIrOperPred P1Node = OpCode.Pred0();
ShaderIrOperPred P2Node = OpCode.Pred39();
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(P0Node, Op)));
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)));
}
public static void Rro_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitRro(Block, OpCode, ShaderOper.CR);
}
public static void Rro_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitRro(Block, OpCode, ShaderOper.Immf);
}
public static void Rro_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitRro(Block, OpCode, ShaderOper.RR);
}
public static void Shl_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitAluBinary(Block, OpCode, ShaderOper.CR, ShaderIrInst.Lsl);
}
public static void Shl_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitAluBinary(Block, OpCode, ShaderOper.Imm, ShaderIrInst.Lsl);
}
public static void Shl_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitAluBinary(Block, OpCode, ShaderOper.RR, ShaderIrInst.Lsl);
}
public static void Shr_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitAluBinary(Block, OpCode, ShaderOper.CR, GetShrInst(OpCode));
}
public static void Shr_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitAluBinary(Block, OpCode, ShaderOper.Imm, GetShrInst(OpCode));
}
public static void Shr_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitAluBinary(Block, OpCode, ShaderOper.RR, GetShrInst(OpCode));
}
private static ShaderIrInst GetShrInst(long OpCode)
{
bool Signed = OpCode.Read(48);
return Signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
}
public static void Vmad(ShaderIrBlock Block, long OpCode, long Position)
{
ShaderIrNode OperA = OpCode.Gpr8();
ShaderIrNode OperB;
if (OpCode.Read(50))
{
OperB = OpCode.Gpr20();
}
else
{
OperB = OpCode.Imm19_20();
}
ShaderIrOperGpr OperC = OpCode.Gpr39();
ShaderIrNode Tmp = new ShaderIrOp(ShaderIrInst.Mul, OperA, OperB);
ShaderIrNode Final = new ShaderIrOp(ShaderIrInst.Add, Tmp, OperC);
int Shr = OpCode.Read(51, 3);
if (Shr != 0)
{
int Shift = (Shr == 2) ? 15 : 7;
Final = new ShaderIrOp(ShaderIrInst.Lsr, Final, new ShaderIrOperImm(Shift));
}
Block.AddNode(new ShaderIrCmnt("Stubbed. Instruction is reduced to a * b + c"));
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Final)));
}
public static void Xmad_CR(ShaderIrBlock Block, long OpCode, long Position)
{
EmitXmad(Block, OpCode, ShaderOper.CR);
}
public static void Xmad_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitXmad(Block, OpCode, ShaderOper.Imm);
}
public static void Xmad_RC(ShaderIrBlock Block, long OpCode, long Position)
{
EmitXmad(Block, OpCode, ShaderOper.RC);
}
public static void Xmad_RR(ShaderIrBlock Block, long OpCode, long 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);
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(), Op)));
}
private static void EmitFmul(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
bool NegB = OpCode.Read(48);
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(), Op)));
}
private static void EmitFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
bool NegB = OpCode.Read(48);
bool NegC = OpCode.Read(49);
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(), Op)));
}
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 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 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.Read(48);
bool SignC = 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;
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 = OpCode.Cbuf34(); break;
case ShaderOper.Imm: OperB = OpCode.Imm19_20(); break;
case ShaderOper.RC: OperB = OpCode.Gpr39(); break;
case ShaderOper.RR: OperB = OpCode.Gpr20(); break;
default: throw new ArgumentException(nameof(Oper));
}
bool ProductShiftLeft = false, Merge = false;
if (Oper == ShaderOper.RC)
{
OperC = OpCode.Cbuf34();
}
else
{
OperC = OpCode.Gpr39();
ProductShiftLeft = OpCode.Read(36);
Merge = OpCode.Read(37);
}
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(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), AddOp)));
}
}
}