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
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8e71ea0812
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125 changed files with 9121 additions and 9120 deletions
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@ -4,227 +4,227 @@ 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 static int Read(this long OpCode, int Position, int Mask)
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private static int Read(this long opCode, int position, int mask)
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{
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return (int)(OpCode >> Position) & Mask;
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return (int)(opCode >> position) & mask;
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}
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private static bool Read(this long OpCode, int Position)
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private static bool Read(this long opCode, int position)
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{
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return ((OpCode >> Position) & 1) != 0;
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return ((opCode >> position) & 1) != 0;
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}
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private static int Branch(this long OpCode)
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private static int Branch(this long opCode)
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{
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return ((int)(OpCode >> 20) << 8) >> 8;
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return ((int)(opCode >> 20) << 8) >> 8;
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}
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private static bool HasArray(this long OpCode)
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private static bool HasArray(this long opCode)
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{
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return OpCode.Read(0x1c);
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return opCode.Read(0x1c);
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}
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private static ShaderIrOperAbuf[] Abuf20(this long OpCode)
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private static ShaderIrOperAbuf[] Abuf20(this long opCode)
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{
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int Abuf = OpCode.Read(20, 0x3ff);
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int Size = OpCode.Read(47, 3);
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int abuf = opCode.Read(20, 0x3ff);
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int size = opCode.Read(47, 3);
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ShaderIrOperGpr Vertex = OpCode.Gpr39();
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ShaderIrOperGpr vertex = opCode.Gpr39();
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ShaderIrOperAbuf[] Opers = new ShaderIrOperAbuf[Size + 1];
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ShaderIrOperAbuf[] opers = new ShaderIrOperAbuf[size + 1];
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for (int Index = 0; Index <= Size; Index++)
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for (int index = 0; index <= size; index++)
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{
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Opers[Index] = new ShaderIrOperAbuf(Abuf + Index * 4, Vertex);
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opers[index] = new ShaderIrOperAbuf(abuf + index * 4, vertex);
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}
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return Opers;
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return opers;
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}
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private static ShaderIrOperAbuf Abuf28(this long OpCode)
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private static ShaderIrOperAbuf Abuf28(this long opCode)
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{
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int Abuf = OpCode.Read(28, 0x3ff);
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int abuf = opCode.Read(28, 0x3ff);
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return new ShaderIrOperAbuf(Abuf, OpCode.Gpr39());
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return new ShaderIrOperAbuf(abuf, opCode.Gpr39());
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}
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private static ShaderIrOperCbuf Cbuf34(this long OpCode)
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private static ShaderIrOperCbuf Cbuf34(this long opCode)
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{
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return new ShaderIrOperCbuf(
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OpCode.Read(34, 0x1f),
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OpCode.Read(20, 0x3fff));
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opCode.Read(34, 0x1f),
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opCode.Read(20, 0x3fff));
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}
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private static ShaderIrOperGpr Gpr8(this long OpCode)
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private static ShaderIrOperGpr Gpr8(this long opCode)
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{
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return new ShaderIrOperGpr(OpCode.Read(8, 0xff));
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return new ShaderIrOperGpr(opCode.Read(8, 0xff));
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}
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private static ShaderIrOperGpr Gpr20(this long OpCode)
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private static ShaderIrOperGpr Gpr20(this long opCode)
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{
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return new ShaderIrOperGpr(OpCode.Read(20, 0xff));
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return new ShaderIrOperGpr(opCode.Read(20, 0xff));
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}
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private static ShaderIrOperGpr Gpr39(this long OpCode)
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private static ShaderIrOperGpr Gpr39(this long opCode)
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{
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return new ShaderIrOperGpr(OpCode.Read(39, 0xff));
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return new ShaderIrOperGpr(opCode.Read(39, 0xff));
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}
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private static ShaderIrOperGpr Gpr0(this long OpCode)
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private static ShaderIrOperGpr Gpr0(this long opCode)
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{
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return new ShaderIrOperGpr(OpCode.Read(0, 0xff));
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return new ShaderIrOperGpr(opCode.Read(0, 0xff));
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}
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private static ShaderIrOperGpr Gpr28(this long OpCode)
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private static ShaderIrOperGpr Gpr28(this long opCode)
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{
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return new ShaderIrOperGpr(OpCode.Read(28, 0xff));
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return new ShaderIrOperGpr(opCode.Read(28, 0xff));
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}
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private static ShaderIrOperGpr[] GprHalfVec8(this long OpCode)
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private static ShaderIrOperGpr[] GprHalfVec8(this long opCode)
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{
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return GetGprHalfVec2(OpCode.Read(8, 0xff), OpCode.Read(47, 3));
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return GetGprHalfVec2(opCode.Read(8, 0xff), opCode.Read(47, 3));
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}
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private static ShaderIrOperGpr[] GprHalfVec20(this long OpCode)
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private static ShaderIrOperGpr[] GprHalfVec20(this long opCode)
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{
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return GetGprHalfVec2(OpCode.Read(20, 0xff), OpCode.Read(28, 3));
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return GetGprHalfVec2(opCode.Read(20, 0xff), opCode.Read(28, 3));
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}
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private static ShaderIrOperGpr[] GetGprHalfVec2(int Gpr, int Mask)
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private static ShaderIrOperGpr[] GetGprHalfVec2(int gpr, int mask)
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{
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if (Mask == 1)
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if (mask == 1)
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{
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//This value is used for FP32, the whole 32-bits register
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//is used as each element on the vector.
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return new ShaderIrOperGpr[]
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{
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new ShaderIrOperGpr(Gpr),
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new ShaderIrOperGpr(Gpr)
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new ShaderIrOperGpr(gpr),
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new ShaderIrOperGpr(gpr)
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};
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}
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ShaderIrOperGpr Low = new ShaderIrOperGpr(Gpr, 0);
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ShaderIrOperGpr High = new ShaderIrOperGpr(Gpr, 1);
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ShaderIrOperGpr low = new ShaderIrOperGpr(gpr, 0);
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ShaderIrOperGpr high = new ShaderIrOperGpr(gpr, 1);
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return new ShaderIrOperGpr[]
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{
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(Mask & 1) != 0 ? High : Low,
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(Mask & 2) != 0 ? High : Low
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(mask & 1) != 0 ? high : low,
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(mask & 2) != 0 ? high : low
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};
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}
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private static ShaderIrOperGpr GprHalf0(this long OpCode, int HalfPart)
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private static ShaderIrOperGpr GprHalf0(this long opCode, int halfPart)
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{
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return new ShaderIrOperGpr(OpCode.Read(0, 0xff), HalfPart);
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return new ShaderIrOperGpr(opCode.Read(0, 0xff), halfPart);
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}
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private static ShaderIrOperGpr GprHalf28(this long OpCode, int HalfPart)
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private static ShaderIrOperGpr GprHalf28(this long opCode, int halfPart)
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{
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return new ShaderIrOperGpr(OpCode.Read(28, 0xff), HalfPart);
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return new ShaderIrOperGpr(opCode.Read(28, 0xff), halfPart);
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}
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private static ShaderIrOperImm Imm5_39(this long OpCode)
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private static ShaderIrOperImm Imm5_39(this long opCode)
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{
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return new ShaderIrOperImm(OpCode.Read(39, 0x1f));
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return new ShaderIrOperImm(opCode.Read(39, 0x1f));
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}
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private static ShaderIrOperImm Imm13_36(this long OpCode)
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private static ShaderIrOperImm Imm13_36(this long opCode)
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{
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return new ShaderIrOperImm(OpCode.Read(36, 0x1fff));
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return new ShaderIrOperImm(opCode.Read(36, 0x1fff));
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}
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private static ShaderIrOperImm Imm32_20(this long OpCode)
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private static ShaderIrOperImm Imm32_20(this long opCode)
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{
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return new ShaderIrOperImm((int)(OpCode >> 20));
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return new ShaderIrOperImm((int)(opCode >> 20));
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}
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private static ShaderIrOperImmf Immf32_20(this long OpCode)
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private static ShaderIrOperImmf Immf32_20(this long opCode)
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{
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return new ShaderIrOperImmf(BitConverter.Int32BitsToSingle((int)(OpCode >> 20)));
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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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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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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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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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int value = opCode.Read(20, 0x7ffff);
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bool Neg = OpCode.Read(56);
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bool neg = opCode.Read(56);
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if (Neg)
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if (neg)
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{
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Value = -Value;
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value = -value;
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}
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return new ShaderIrOperImm(Value);
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return new ShaderIrOperImm(value);
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}
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private static ShaderIrOperImmf Immf19_20(this long OpCode)
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private static ShaderIrOperImmf Immf19_20(this long opCode)
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{
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uint Imm = (uint)(OpCode >> 20) & 0x7ffff;
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uint imm = (uint)(opCode >> 20) & 0x7ffff;
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bool Neg = OpCode.Read(56);
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bool neg = opCode.Read(56);
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Imm <<= 12;
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imm <<= 12;
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if (Neg)
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if (neg)
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{
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Imm |= 0x80000000;
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imm |= 0x80000000;
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}
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float Value = BitConverter.Int32BitsToSingle((int)Imm);
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float value = BitConverter.Int32BitsToSingle((int)imm);
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return new ShaderIrOperImmf(Value);
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return new ShaderIrOperImmf(value);
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}
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private static ShaderIrOperPred Pred0(this long OpCode)
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private static ShaderIrOperPred Pred0(this long opCode)
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{
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return new ShaderIrOperPred(OpCode.Read(0, 7));
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return new ShaderIrOperPred(opCode.Read(0, 7));
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}
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private static ShaderIrOperPred Pred3(this long OpCode)
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private static ShaderIrOperPred Pred3(this long opCode)
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{
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return new ShaderIrOperPred(OpCode.Read(3, 7));
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return new ShaderIrOperPred(opCode.Read(3, 7));
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}
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private static ShaderIrOperPred Pred12(this long OpCode)
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private static ShaderIrOperPred Pred12(this long opCode)
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{
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return new ShaderIrOperPred(OpCode.Read(12, 7));
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return new ShaderIrOperPred(opCode.Read(12, 7));
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}
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private static ShaderIrOperPred Pred29(this long OpCode)
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private static ShaderIrOperPred Pred29(this long opCode)
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{
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return new ShaderIrOperPred(OpCode.Read(29, 7));
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return new ShaderIrOperPred(opCode.Read(29, 7));
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}
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private static ShaderIrNode Pred39N(this long OpCode)
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private static ShaderIrNode Pred39N(this long opCode)
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{
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ShaderIrNode Node = OpCode.Pred39();
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ShaderIrNode node = opCode.Pred39();
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if (OpCode.Read(42))
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if (opCode.Read(42))
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{
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Node = new ShaderIrOp(ShaderIrInst.Bnot, Node);
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node = new ShaderIrOp(ShaderIrInst.Bnot, node);
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}
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return Node;
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return node;
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}
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private static ShaderIrOperPred Pred39(this long OpCode)
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private static ShaderIrOperPred Pred39(this long opCode)
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{
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return new ShaderIrOperPred(OpCode.Read(39, 7));
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return new ShaderIrOperPred(opCode.Read(39, 7));
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}
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private static ShaderIrOperPred Pred48(this long OpCode)
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private static ShaderIrOperPred Pred48(this long opCode)
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{
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return new ShaderIrOperPred(OpCode.Read(48, 7));
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return new ShaderIrOperPred(opCode.Read(48, 7));
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}
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private static ShaderIrInst Cmp(this long OpCode)
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private static ShaderIrInst Cmp(this long opCode)
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{
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switch (OpCode.Read(49, 7))
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switch (opCode.Read(49, 7))
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{
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case 1: return ShaderIrInst.Clt;
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case 2: return ShaderIrInst.Ceq;
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@ -234,12 +234,12 @@ namespace Ryujinx.Graphics.Gal.Shader
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case 6: return ShaderIrInst.Cge;
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}
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throw new ArgumentException(nameof(OpCode));
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throw new ArgumentException(nameof(opCode));
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}
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private static ShaderIrInst CmpF(this long OpCode)
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private static ShaderIrInst CmpF(this long opCode)
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{
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switch (OpCode.Read(48, 0xf))
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switch (opCode.Read(48, 0xf))
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{
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case 0x1: return ShaderIrInst.Fclt;
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case 0x2: return ShaderIrInst.Fceq;
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@ -257,57 +257,57 @@ namespace Ryujinx.Graphics.Gal.Shader
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case 0xe: return ShaderIrInst.Fcgeu;
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}
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throw new ArgumentException(nameof(OpCode));
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throw new ArgumentException(nameof(opCode));
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}
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private static ShaderIrInst BLop45(this long OpCode)
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private static ShaderIrInst BLop45(this long opCode)
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{
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switch (OpCode.Read(45, 3))
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switch (opCode.Read(45, 3))
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{
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case 0: return ShaderIrInst.Band;
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case 1: return ShaderIrInst.Bor;
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case 2: return ShaderIrInst.Bxor;
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}
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throw new ArgumentException(nameof(OpCode));
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throw new ArgumentException(nameof(opCode));
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}
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private static ShaderIrInst BLop24(this long OpCode)
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private static ShaderIrInst BLop24(this long opCode)
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{
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switch (OpCode.Read(24, 3))
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switch (opCode.Read(24, 3))
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{
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case 0: return ShaderIrInst.Band;
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case 1: return ShaderIrInst.Bor;
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case 2: return ShaderIrInst.Bxor;
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}
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throw new ArgumentException(nameof(OpCode));
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throw new ArgumentException(nameof(opCode));
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}
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private static ShaderIrNode PredNode(this long OpCode, ShaderIrNode Node)
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private static ShaderIrNode PredNode(this long opCode, ShaderIrNode node)
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{
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ShaderIrOperPred Pred = OpCode.PredNode();
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ShaderIrOperPred pred = opCode.PredNode();
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if (Pred.Index != ShaderIrOperPred.UnusedIndex)
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if (pred.Index != ShaderIrOperPred.UnusedIndex)
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{
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bool Inv = OpCode.Read(19);
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bool inv = opCode.Read(19);
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Node = new ShaderIrCond(Pred, Node, Inv);
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node = new ShaderIrCond(pred, node, inv);
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}
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return Node;
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return node;
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}
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private static ShaderIrOperPred PredNode(this long OpCode)
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private static ShaderIrOperPred PredNode(this long opCode)
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{
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int Pred = OpCode.Read(16, 0xf);
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int pred = opCode.Read(16, 0xf);
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if (Pred != 0xf)
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if (pred != 0xf)
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{
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Pred &= 7;
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pred &= 7;
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}
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return new ShaderIrOperPred(Pred);
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return new ShaderIrOperPred(pred);
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}
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}
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}
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