Added more shader instructions, including BFE, BRA (partial), FMNMX, ISCADD, SHL, LD_C, some shader related fixes, added support for texture component selection

This commit is contained in:
gdkchan 2018-05-17 15:25:42 -03:00
parent 9b9ead94cd
commit b19c474082
28 changed files with 806 additions and 118 deletions

View file

@ -35,6 +35,13 @@ namespace Ryujinx.Graphics.Gal.Shader
(int)(OpCode >> 20) & 0x3fff);
}
public static ShaderIrOperCbuf GetOperCbuf36(long OpCode)
{
return new ShaderIrOperCbuf(
(int)(OpCode >> 36) & 0x1f,
(int)(OpCode >> 22) & 0x3fff, GetOperGpr8(OpCode));
}
public static ShaderIrOperGpr GetOperGpr8(long OpCode)
{
return new ShaderIrOperGpr((int)(OpCode >> 8) & 0xff);
@ -60,6 +67,11 @@ namespace Ryujinx.Graphics.Gal.Shader
return new ShaderIrOperGpr((int)(OpCode >> 28) & 0xff);
}
public static ShaderIrOperImm GetOperImm5_39(long OpCode)
{
return new ShaderIrOperImm((int)(OpCode >> 39) & 0x1f);
}
public static ShaderIrOperImm GetOperImm13_36(long OpCode)
{
return new ShaderIrOperImm((int)(OpCode >> 36) & 0x1fff);
@ -210,24 +222,69 @@ namespace Ryujinx.Graphics.Gal.Shader
return new ShaderIrOperPred(Pred);
}
public static ShaderIrNode GetAluAbsNeg(ShaderIrNode Node, bool Abs, bool Neg)
public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg)
{
return GetAluNeg(GetAluAbs(Node, Abs), Neg);
return GetAluFneg(GetAluFabs(Node, Abs), Neg);
}
public static ShaderIrNode GetAluAbs(ShaderIrNode Node, bool Abs)
public static ShaderIrNode GetAluFabs(ShaderIrNode Node, bool Abs)
{
return Abs ? new ShaderIrOp(ShaderIrInst.Fabs, Node) : Node;
}
public static ShaderIrNode GetAluNeg(ShaderIrNode Node, bool Neg)
public static ShaderIrNode GetAluFneg(ShaderIrNode Node, bool Neg)
{
return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node;
}
public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg)
{
return GetAluIneg(GetAluIabs(Node, Abs), Neg);
}
public static ShaderIrNode GetAluIabs(ShaderIrNode Node, bool Abs)
{
return Abs ? new ShaderIrOp(ShaderIrInst.Abs, Node) : Node;
}
public static ShaderIrNode GetAluIneg(ShaderIrNode Node, bool Neg)
{
return Neg ? new ShaderIrOp(ShaderIrInst.Neg, Node) : Node;
}
public static ShaderIrNode GetAluNot(ShaderIrNode Node, bool Not)
{
return Not ? new ShaderIrOp(ShaderIrInst.Not, Node) : Node;
}
public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, int Size)
{
int Shift = 32 - Size;
ShaderIrInst RightShift = Signed
? ShaderIrInst.Asr
: ShaderIrInst.Lsr;
Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, new ShaderIrOperImm(Shift));
Node = new ShaderIrOp(RightShift, Node, new ShaderIrOperImm(Shift));
return Node;
}
public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, ShaderIrNode Size)
{
ShaderIrOperImm WordSize = new ShaderIrOperImm(32);
ShaderIrOp Shift = new ShaderIrOp(ShaderIrInst.Sub, WordSize, Size);
ShaderIrInst RightShift = Signed
? ShaderIrInst.Asr
: ShaderIrInst.Lsr;
Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, Shift);
Node = new ShaderIrOp(RightShift, Node, Shift);
return Node;
}
}
}