Add support for saturation on some shader instructions, fix ReadTexture alignment and add ColorMask support (#451)

* Add support for saturation on some shader instructions, fix ReadTexture alignment

* Add ColorMask support, other tweaks
This commit is contained in:
gdkchan 2018-10-13 23:54:14 -03:00 committed by GitHub
parent 894459fcd7
commit 72317d7777
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 63 additions and 12 deletions

View file

@ -360,7 +360,7 @@ namespace Ryujinx.Graphics.Gal.Shader
private void PrintDeclSsy()
{
SB.AppendLine("uint " + GlslDecl.SsyCursorName + "= 0;");
SB.AppendLine("uint " + GlslDecl.SsyCursorName + " = 0;");
SB.AppendLine("uint " + GlslDecl.SsyStackName + "[" + GlslDecl.SsyStackSize + "];" + Environment.NewLine);
}

View file

@ -585,6 +585,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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;
@ -603,12 +604,13 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
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;
@ -625,13 +627,14 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
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;
@ -658,7 +661,7 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), GetAluFsat(Op, Sat))));
}
private static void EmitIadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)

View file

@ -2,6 +2,9 @@ namespace Ryujinx.Graphics.Gal.Shader
{
static class ShaderDecodeHelper
{
private static readonly ShaderIrOperImmf ImmfZero = new ShaderIrOperImmf(0);
private static readonly ShaderIrOperImmf ImmfOne = new ShaderIrOperImmf(1);
public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg)
{
return GetAluFneg(GetAluFabs(Node, Abs), Neg);
@ -17,6 +20,11 @@ namespace Ryujinx.Graphics.Gal.Shader
return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node;
}
public static ShaderIrNode GetAluFsat(ShaderIrNode Node, bool Sat)
{
return Sat ? new ShaderIrOp(ShaderIrInst.Fclamp, Node, ImmfZero, ImmfOne) : Node;
}
public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg)
{
return GetAluIneg(GetAluIabs(Node, Abs), Neg);