Some small sync primitive fixes, logging fixes, started to implement the 2D engine on the GPU, fixed DrawArrays, implemented a few more shader instructions, made a start on nvdrv refactor, etc...
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211f7f69db
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27 changed files with 816 additions and 199 deletions
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@ -6,11 +6,24 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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private const int EncodingBits = 14;
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private static ShaderDecodeFunc[] OpCodes;
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private class ShaderDecodeEntry
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{
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public ShaderDecodeFunc Func;
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public int XBits;
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public ShaderDecodeEntry(ShaderDecodeFunc Func, int XBits)
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{
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this.Func = Func;
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this.XBits = XBits;
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}
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}
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private static ShaderDecodeEntry[] OpCodes;
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static ShaderOpCodeTable()
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{
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OpCodes = new ShaderDecodeFunc[1 << EncodingBits];
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OpCodes = new ShaderDecodeEntry[1 << EncodingBits];
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#region Instructions
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Set("111000110000xx", ShaderDecode.Exit);
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@ -31,12 +44,18 @@ namespace Ryujinx.Graphics.Gal.Shader
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Set("0100110001101x", ShaderDecode.Fmul_C);
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Set("0011100x01101x", ShaderDecode.Fmul_I);
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Set("0101110001101x", ShaderDecode.Fmul_R);
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Set("0100100xxxxxxx", ShaderDecode.Fset_C);
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Set("0011000xxxxxxx", ShaderDecode.Fset_I);
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Set("01011000xxxxxx", ShaderDecode.Fset_R);
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Set("010010111011xx", ShaderDecode.Fsetp_C);
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Set("0011011x1011xx", ShaderDecode.Fsetp_I);
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Set("010110111011xx", ShaderDecode.Fsetp_R);
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Set("0100110010111x", ShaderDecode.I2f_C);
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Set("0011100x10111x", ShaderDecode.I2f_I);
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Set("0101110010111x", ShaderDecode.I2f_R);
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Set("0100110011100x", ShaderDecode.I2i_C);
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Set("0011100x11100x", ShaderDecode.I2i_I);
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Set("0101110011100x", ShaderDecode.I2i_R);
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Set("11100000xxxxxx", ShaderDecode.Ipa);
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Set("010010110110xx", ShaderDecode.Isetp_C);
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Set("0011011x0110xx", ShaderDecode.Isetp_I);
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@ -91,6 +110,8 @@ namespace Ryujinx.Graphics.Gal.Shader
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XMask = ~XMask;
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ShaderDecodeEntry Entry = new ShaderDecodeEntry(Func, XBits);
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for (int Index = 0; Index < (1 << XBits); Index++)
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{
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Value &= XMask;
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@ -100,13 +121,16 @@ namespace Ryujinx.Graphics.Gal.Shader
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Value |= ((Index >> X) & 1) << XPos[X];
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}
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OpCodes[Value] = Func;
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if (OpCodes[Value] == null || OpCodes[Value].XBits > XBits)
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{
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OpCodes[Value] = Entry;
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}
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}
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}
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public static ShaderDecodeFunc GetDecoder(long OpCode)
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{
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return OpCodes[(ulong)OpCode >> (64 - EncodingBits)];
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return OpCodes[(ulong)OpCode >> (64 - EncodingBits)]?.Func;
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}
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}
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}
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