Allow "reinterpretation" of framebuffer/zeta formats (#418)

* (Re)Implement format reinterpretation, other changes

* Implement writeback to guest memory, some refactoring

* More refactoring, implement reinterpretation the old way again

* Clean up

* Some fixes on M2MF (old Dma engine), added partial support for P2MF, fix conditional ssy, add Z24S8 zeta format, other fixes

* nit: Formatting

* Address PR feedback
This commit is contained in:
gdkchan 2018-09-18 01:30:35 -03:00 committed by GitHub
parent bec95cacc1
commit d4187aaa9d
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
52 changed files with 1594 additions and 1979 deletions

View file

@ -641,6 +641,7 @@ namespace Ryujinx.Graphics.Gal.Shader
default:
SB.AppendLine(Identation + GetSrcExpr(Op, true) + ";");
break;
}
}

View file

@ -6,32 +6,32 @@ namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
public static void Bfe_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Bfe_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitBfe(Block, OpCode, ShaderOper.CR);
}
public static void Bfe_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Bfe_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitBfe(Block, OpCode, ShaderOper.Imm);
}
public static void Bfe_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Bfe_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitBfe(Block, OpCode, ShaderOper.RR);
}
public static void Fadd_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Fadd_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFadd(Block, OpCode, ShaderOper.CR);
}
public static void Fadd_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Fadd_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFadd(Block, OpCode, ShaderOper.Immf);
}
public static void Fadd_I32(ShaderIrBlock Block, long OpCode, long Position)
public static void Fadd_I32(ShaderIrBlock Block, long OpCode, int Position)
{
ShaderIrNode OperA = OpCode.Gpr8();
ShaderIrNode OperB = OpCode.Immf32_20();
@ -49,47 +49,47 @@ namespace Ryujinx.Graphics.Gal.Shader
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
}
public static void Fadd_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Fadd_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFadd(Block, OpCode, ShaderOper.RR);
}
public static void Ffma_CR(ShaderIrBlock Block, long OpCode, long Position)
public static void Ffma_CR(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFfma(Block, OpCode, ShaderOper.CR);
}
public static void Ffma_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Ffma_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFfma(Block, OpCode, ShaderOper.Immf);
}
public static void Ffma_RC(ShaderIrBlock Block, long OpCode, long Position)
public static void Ffma_RC(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFfma(Block, OpCode, ShaderOper.RC);
}
public static void Ffma_RR(ShaderIrBlock Block, long OpCode, long Position)
public static void Ffma_RR(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFfma(Block, OpCode, ShaderOper.RR);
}
public static void Fmnmx_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Fmnmx_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFmnmx(Block, OpCode, ShaderOper.CR);
}
public static void Fmnmx_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Fmnmx_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFmnmx(Block, OpCode, ShaderOper.Immf);
}
public static void Fmnmx_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Fmnmx_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFmnmx(Block, OpCode, ShaderOper.RR);
}
public static void Fmul_I32(ShaderIrBlock Block, long OpCode, long Position)
public static void Fmul_I32(ShaderIrBlock Block, long OpCode, int Position)
{
ShaderIrNode OperA = OpCode.Gpr8();
ShaderIrNode OperB = OpCode.Immf32_20();
@ -99,62 +99,62 @@ namespace Ryujinx.Graphics.Gal.Shader
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
}
public static void Fmul_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Fmul_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFmul(Block, OpCode, ShaderOper.CR);
}
public static void Fmul_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Fmul_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFmul(Block, OpCode, ShaderOper.Immf);
}
public static void Fmul_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Fmul_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFmul(Block, OpCode, ShaderOper.RR);
}
public static void Fset_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Fset_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFset(Block, OpCode, ShaderOper.CR);
}
public static void Fset_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Fset_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFset(Block, OpCode, ShaderOper.Immf);
}
public static void Fset_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Fset_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFset(Block, OpCode, ShaderOper.RR);
}
public static void Fsetp_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Fsetp_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFsetp(Block, OpCode, ShaderOper.CR);
}
public static void Fsetp_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Fsetp_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFsetp(Block, OpCode, ShaderOper.Immf);
}
public static void Fsetp_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Fsetp_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitFsetp(Block, OpCode, ShaderOper.RR);
}
public static void Iadd_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Iadd_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIadd(Block, OpCode, ShaderOper.CR);
}
public static void Iadd_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Iadd_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIadd(Block, OpCode, ShaderOper.Imm);
}
public static void Iadd_I32(ShaderIrBlock Block, long OpCode, long Position)
public static void Iadd_I32(ShaderIrBlock Block, long OpCode, int Position)
{
ShaderIrNode OperA = OpCode.Gpr8();
ShaderIrNode OperB = OpCode.Imm32_20();
@ -168,42 +168,42 @@ namespace Ryujinx.Graphics.Gal.Shader
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
}
public static void Iadd_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Iadd_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIadd(Block, OpCode, ShaderOper.RR);
}
public static void Iadd3_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Iadd3_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIadd3(Block, OpCode, ShaderOper.CR);
}
public static void Iadd3_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Iadd3_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIadd3(Block, OpCode, ShaderOper.Imm);
}
public static void Iadd3_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Iadd3_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIadd3(Block, OpCode, ShaderOper.RR);
}
public static void Imnmx_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Imnmx_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitImnmx(Block, OpCode, ShaderOper.CR);
}
public static void Imnmx_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Imnmx_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitImnmx(Block, OpCode, ShaderOper.Imm);
}
public static void Imnmx_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Imnmx_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitImnmx(Block, OpCode, ShaderOper.RR);
}
public static void Ipa(ShaderIrBlock Block, long OpCode, long Position)
public static void Ipa(ShaderIrBlock Block, long OpCode, int Position)
{
ShaderIrNode OperA = OpCode.Abuf28();
ShaderIrNode OperB = OpCode.Gpr20();
@ -217,52 +217,52 @@ namespace Ryujinx.Graphics.Gal.Shader
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
}
public static void Iscadd_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Iscadd_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIscadd(Block, OpCode, ShaderOper.CR);
}
public static void Iscadd_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Iscadd_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIscadd(Block, OpCode, ShaderOper.Imm);
}
public static void Iscadd_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Iscadd_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIscadd(Block, OpCode, ShaderOper.RR);
}
public static void Iset_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Iset_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIset(Block, OpCode, ShaderOper.CR);
}
public static void Iset_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Iset_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIset(Block, OpCode, ShaderOper.Imm);
}
public static void Iset_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Iset_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIset(Block, OpCode, ShaderOper.RR);
}
public static void Isetp_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Isetp_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIsetp(Block, OpCode, ShaderOper.CR);
}
public static void Isetp_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Isetp_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIsetp(Block, OpCode, ShaderOper.Imm);
}
public static void Isetp_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Isetp_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitIsetp(Block, OpCode, ShaderOper.RR);
}
public static void Lop_I32(ShaderIrBlock Block, long OpCode, long Position)
public static void Lop_I32(ShaderIrBlock Block, long OpCode, int Position)
{
int SubOp = OpCode.Read(53, 3);
@ -296,22 +296,22 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
public static void Lop_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Lop_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitLop(Block, OpCode, ShaderOper.CR);
}
public static void Lop_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Lop_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitLop(Block, OpCode, ShaderOper.Imm);
}
public static void Lop_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Lop_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitLop(Block, OpCode, ShaderOper.RR);
}
public static void Mufu(ShaderIrBlock Block, long OpCode, long Position)
public static void Mufu(ShaderIrBlock Block, long OpCode, int Position)
{
int SubOp = OpCode.Read(20, 0xf);
@ -340,7 +340,7 @@ namespace Ryujinx.Graphics.Gal.Shader
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
}
public static void Psetp(ShaderIrBlock Block, long OpCode, long Position)
public static void Psetp(ShaderIrBlock Block, long OpCode, int Position)
{
bool NegA = OpCode.Read(15);
bool NegB = OpCode.Read(32);
@ -394,47 +394,47 @@ namespace Ryujinx.Graphics.Gal.Shader
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(P0Node, Op)));
}
public static void Rro_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Rro_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitRro(Block, OpCode, ShaderOper.CR);
}
public static void Rro_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Rro_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitRro(Block, OpCode, ShaderOper.Immf);
}
public static void Rro_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Rro_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitRro(Block, OpCode, ShaderOper.RR);
}
public static void Shl_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Shl_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitAluBinary(Block, OpCode, ShaderOper.CR, ShaderIrInst.Lsl);
}
public static void Shl_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Shl_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitAluBinary(Block, OpCode, ShaderOper.Imm, ShaderIrInst.Lsl);
}
public static void Shl_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Shl_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitAluBinary(Block, OpCode, ShaderOper.RR, ShaderIrInst.Lsl);
}
public static void Shr_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Shr_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitAluBinary(Block, OpCode, ShaderOper.CR, GetShrInst(OpCode));
}
public static void Shr_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Shr_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitAluBinary(Block, OpCode, ShaderOper.Imm, GetShrInst(OpCode));
}
public static void Shr_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Shr_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitAluBinary(Block, OpCode, ShaderOper.RR, GetShrInst(OpCode));
}
@ -446,7 +446,7 @@ namespace Ryujinx.Graphics.Gal.Shader
return Signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
}
public static void Vmad(ShaderIrBlock Block, long OpCode, long Position)
public static void Vmad(ShaderIrBlock Block, long OpCode, int Position)
{
ShaderIrNode OperA = OpCode.Gpr8();
@ -481,22 +481,22 @@ namespace Ryujinx.Graphics.Gal.Shader
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Final)));
}
public static void Xmad_CR(ShaderIrBlock Block, long OpCode, long Position)
public static void Xmad_CR(ShaderIrBlock Block, long OpCode, int Position)
{
EmitXmad(Block, OpCode, ShaderOper.CR);
}
public static void Xmad_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Xmad_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitXmad(Block, OpCode, ShaderOper.Imm);
}
public static void Xmad_RC(ShaderIrBlock Block, long OpCode, long Position)
public static void Xmad_RC(ShaderIrBlock Block, long OpCode, int Position)
{
EmitXmad(Block, OpCode, ShaderOper.RC);
}
public static void Xmad_RR(ShaderIrBlock Block, long OpCode, long Position)
public static void Xmad_RR(ShaderIrBlock Block, long OpCode, int Position)
{
EmitXmad(Block, OpCode, ShaderOper.RR);
}

View file

@ -1,12 +1,10 @@
using System;
using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
public static void Bra(ShaderIrBlock Block, long OpCode, long Position)
public static void Bra(ShaderIrBlock Block, long OpCode, int Position)
{
if ((OpCode & 0x20) != 0)
{
@ -15,14 +13,12 @@ namespace Ryujinx.Graphics.Gal.Shader
throw new NotImplementedException();
}
int Target = OpCode.Branch();
ShaderIrOperImm Imm = new ShaderIrOperImm(Target);
ShaderIrOperImm Imm = new ShaderIrOperImm(Position + OpCode.Branch());
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Bra, Imm)));
}
public static void Exit(ShaderIrBlock Block, long OpCode, long Position)
public static void Exit(ShaderIrBlock Block, long OpCode, int Position)
{
int CCode = (int)OpCode & 0x1f;
@ -31,15 +27,14 @@ namespace Ryujinx.Graphics.Gal.Shader
{
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Exit)));
}
}
public static void Kil(ShaderIrBlock Block, long OpCode, long Position)
public static void Kil(ShaderIrBlock Block, long OpCode, int Position)
{
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Kil)));
}
public static void Ssy(ShaderIrBlock Block, long OpCode, long Position)
public static void Ssy(ShaderIrBlock Block, long OpCode, int Position)
{
if ((OpCode & 0x20) != 0)
{
@ -48,19 +43,14 @@ namespace Ryujinx.Graphics.Gal.Shader
throw new NotImplementedException();
}
int Offset = OpCode.Branch();
int Target = (int)(Position + Offset);
ShaderIrOperImm Imm = new ShaderIrOperImm(Target);
ShaderIrOperImm Imm = new ShaderIrOperImm(Position + OpCode.Branch());
Block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, Imm));
}
public static void Sync(ShaderIrBlock Block, long OpCode, long Position)
public static void Sync(ShaderIrBlock Block, long OpCode, int Position)
{
//TODO: Implement Sync condition codes
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Sync)));
}
}

View file

@ -1,4 +1,4 @@
namespace Ryujinx.Graphics.Gal.Shader
{
delegate void ShaderDecodeFunc(ShaderIrBlock Block, long OpCode, long Position);
delegate void ShaderDecodeFunc(ShaderIrBlock Block, long OpCode, int Position);
}

View file

@ -1,5 +1,3 @@
using System;
namespace Ryujinx.Graphics.Gal.Shader
{
static class ShaderDecodeHelper

View file

@ -31,7 +31,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{ RGB_, RG_A, R_BA, _GBA, RGBA, ____, ____, ____ }
};
public static void Ld_A(ShaderIrBlock Block, long OpCode, long Position)
public static void Ld_A(ShaderIrBlock Block, long OpCode, int Position)
{
ShaderIrNode[] Opers = OpCode.Abuf20();
@ -50,7 +50,7 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
public static void Ld_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Ld_C(ShaderIrBlock Block, long OpCode, int Position)
{
int CbufPos = OpCode.Read(22, 0x3fff);
int CbufIndex = OpCode.Read(36, 0x1f);
@ -97,7 +97,7 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
public static void St_A(ShaderIrBlock Block, long OpCode, long Position)
public static void St_A(ShaderIrBlock Block, long OpCode, int Position)
{
ShaderIrNode[] Opers = OpCode.Abuf20();
@ -113,7 +113,7 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
public static void Texq(ShaderIrBlock Block, long OpCode, long Position)
public static void Texq(ShaderIrBlock Block, long OpCode, int Position)
{
ShaderIrNode OperD = OpCode.Gpr0();
ShaderIrNode OperA = OpCode.Gpr8();
@ -132,12 +132,12 @@ namespace Ryujinx.Graphics.Gal.Shader
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OperA, Op1))); //Is this right?
}
public static void Tex(ShaderIrBlock Block, long OpCode, long Position)
public static void Tex(ShaderIrBlock Block, long OpCode, int Position)
{
EmitTex(Block, OpCode, GprHandle: false);
}
public static void Tex_B(ShaderIrBlock Block, long OpCode, long Position)
public static void Tex_B(ShaderIrBlock Block, long OpCode, int Position)
{
EmitTex(Block, OpCode, GprHandle: true);
}
@ -202,12 +202,12 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
public static void Texs(ShaderIrBlock Block, long OpCode, long Position)
public static void Texs(ShaderIrBlock Block, long OpCode, int Position)
{
EmitTexs(Block, OpCode, ShaderIrInst.Texs);
}
public static void Tlds(ShaderIrBlock Block, long OpCode, long Position)
public static void Tlds(ShaderIrBlock Block, long OpCode, int Position)
{
EmitTexs(Block, OpCode, ShaderIrInst.Txlf);
}

View file

@ -25,67 +25,67 @@ namespace Ryujinx.Graphics.Gal.Shader
F64 = 3
}
public static void F2f_C(ShaderIrBlock Block, long OpCode, long Position)
public static void F2f_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitF2f(Block, OpCode, ShaderOper.CR);
}
public static void F2f_I(ShaderIrBlock Block, long OpCode, long Position)
public static void F2f_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitF2f(Block, OpCode, ShaderOper.Immf);
}
public static void F2f_R(ShaderIrBlock Block, long OpCode, long Position)
public static void F2f_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitF2f(Block, OpCode, ShaderOper.RR);
}
public static void F2i_C(ShaderIrBlock Block, long OpCode, long Position)
public static void F2i_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitF2i(Block, OpCode, ShaderOper.CR);
}
public static void F2i_I(ShaderIrBlock Block, long OpCode, long Position)
public static void F2i_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitF2i(Block, OpCode, ShaderOper.Immf);
}
public static void F2i_R(ShaderIrBlock Block, long OpCode, long Position)
public static void F2i_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitF2i(Block, OpCode, ShaderOper.RR);
}
public static void I2f_C(ShaderIrBlock Block, long OpCode, long Position)
public static void I2f_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitI2f(Block, OpCode, ShaderOper.CR);
}
public static void I2f_I(ShaderIrBlock Block, long OpCode, long Position)
public static void I2f_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitI2f(Block, OpCode, ShaderOper.Imm);
}
public static void I2f_R(ShaderIrBlock Block, long OpCode, long Position)
public static void I2f_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitI2f(Block, OpCode, ShaderOper.RR);
}
public static void I2i_C(ShaderIrBlock Block, long OpCode, long Position)
public static void I2i_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitI2i(Block, OpCode, ShaderOper.CR);
}
public static void I2i_I(ShaderIrBlock Block, long OpCode, long Position)
public static void I2i_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitI2i(Block, OpCode, ShaderOper.Imm);
}
public static void I2i_R(ShaderIrBlock Block, long OpCode, long Position)
public static void I2i_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitI2i(Block, OpCode, ShaderOper.RR);
}
public static void Isberd(ShaderIrBlock Block, long OpCode, long Position)
public static void Isberd(ShaderIrBlock Block, long OpCode, int Position)
{
//This instruction seems to be used to translate from an address to a vertex index in a GS
//Stub it as such
@ -95,50 +95,50 @@ namespace Ryujinx.Graphics.Gal.Shader
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), OpCode.Gpr8())));
}
public static void Mov_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Mov_C(ShaderIrBlock Block, long OpCode, int Position)
{
ShaderIrOperCbuf Cbuf = OpCode.Cbuf34();
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Cbuf)));
}
public static void Mov_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Mov_I(ShaderIrBlock Block, long OpCode, int Position)
{
ShaderIrOperImm Imm = OpCode.Imm19_20();
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Imm)));
}
public static void Mov_I32(ShaderIrBlock Block, long OpCode, long Position)
public static void Mov_I32(ShaderIrBlock Block, long OpCode, int Position)
{
ShaderIrOperImm Imm = OpCode.Imm32_20();
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Imm)));
}
public static void Mov_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Mov_R(ShaderIrBlock Block, long OpCode, int Position)
{
ShaderIrOperGpr Gpr = OpCode.Gpr20();
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Gpr)));
}
public static void Sel_C(ShaderIrBlock Block, long OpCode, long Position)
public static void Sel_C(ShaderIrBlock Block, long OpCode, int Position)
{
EmitSel(Block, OpCode, ShaderOper.CR);
}
public static void Sel_I(ShaderIrBlock Block, long OpCode, long Position)
public static void Sel_I(ShaderIrBlock Block, long OpCode, int Position)
{
EmitSel(Block, OpCode, ShaderOper.Imm);
}
public static void Sel_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Sel_R(ShaderIrBlock Block, long OpCode, int Position)
{
EmitSel(Block, OpCode, ShaderOper.RR);
}
public static void Mov_S(ShaderIrBlock Block, long OpCode, long Position)
public static void Mov_S(ShaderIrBlock Block, long OpCode, int Position)
{
Block.AddNode(new ShaderIrCmnt("Stubbed."));

View file

@ -1,10 +1,8 @@
using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
namespace Ryujinx.Graphics.Gal.Shader
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
public static void Out_R(ShaderIrBlock Block, long OpCode, long Position)
public static void Out_R(ShaderIrBlock Block, long OpCode, int Position)
{
//TODO: Those registers have to be used for something
ShaderIrOperGpr Gpr0 = OpCode.Gpr0();

View file

@ -10,12 +10,14 @@ namespace Ryujinx.Graphics.Gal.Shader
public static ShaderIrBlock[] Decode(IGalMemory Memory, long Start)
{
Dictionary<long, ShaderIrBlock> Visited = new Dictionary<long, ShaderIrBlock>();
Dictionary<long, ShaderIrBlock> VisitedEnd = new Dictionary<long, ShaderIrBlock>();
Dictionary<int, ShaderIrBlock> Visited = new Dictionary<int, ShaderIrBlock>();
Dictionary<int, ShaderIrBlock> VisitedEnd = new Dictionary<int, ShaderIrBlock>();
Queue<ShaderIrBlock> Blocks = new Queue<ShaderIrBlock>();
ShaderIrBlock Enqueue(long Position, ShaderIrBlock Source = null)
long Beginning = Start + HeaderSize;
ShaderIrBlock Enqueue(int Position, ShaderIrBlock Source = null)
{
if (!Visited.TryGetValue(Position, out ShaderIrBlock Output))
{
@ -34,13 +36,13 @@ namespace Ryujinx.Graphics.Gal.Shader
return Output;
}
ShaderIrBlock Entry = Enqueue(Start + HeaderSize);
ShaderIrBlock Entry = Enqueue(0);
while (Blocks.Count > 0)
{
ShaderIrBlock Current = Blocks.Dequeue();
FillBlock(Memory, Current, Start + HeaderSize);
FillBlock(Memory, Current, Beginning);
//Set child blocks. "Branch" is the block the branch instruction
//points to (when taken), "Next" is the block at the next address,
@ -54,20 +56,18 @@ namespace Ryujinx.Graphics.Gal.Shader
if (InnerOp?.Inst == ShaderIrInst.Bra)
{
int Offset = ((ShaderIrOperImm)InnerOp.OperandA).Value;
long Target = Current.EndPosition + Offset;
int Target = ((ShaderIrOperImm)InnerOp.OperandA).Value;
Current.Branch = Enqueue(Target, Current);
}
foreach (ShaderIrNode Node in Current.Nodes)
{
if (Node is ShaderIrOp CurrOp && CurrOp.Inst == ShaderIrInst.Ssy)
{
int Offset = ((ShaderIrOperImm)CurrOp.OperandA).Value;
InnerOp = GetInnermostOp(Node);
long Target = Offset;
if (InnerOp is ShaderIrOp CurrOp && CurrOp.Inst == ShaderIrInst.Ssy)
{
int Target = ((ShaderIrOperImm)CurrOp.OperandA).Value;
Current.Branch = Enqueue(Target, Current);
}
@ -112,15 +112,15 @@ namespace Ryujinx.Graphics.Gal.Shader
while (Visited.Count > 0)
{
ulong FirstPos = ulong.MaxValue;
uint FirstPos = uint.MaxValue;
foreach (ShaderIrBlock Block in Visited.Values)
{
if (FirstPos > (ulong)Block.Position)
FirstPos = (ulong)Block.Position;
if (FirstPos > (uint)Block.Position)
FirstPos = (uint)Block.Position;
}
ShaderIrBlock Current = Visited[(long)FirstPos];
ShaderIrBlock Current = Visited[(int)FirstPos];
do
{
@ -138,20 +138,20 @@ namespace Ryujinx.Graphics.Gal.Shader
private static void FillBlock(IGalMemory Memory, ShaderIrBlock Block, long Beginning)
{
long Position = Block.Position;
int Position = Block.Position;
do
{
//Ignore scheduling instructions, which are written every 32 bytes.
if (((Position - Beginning) & 0x1f) == 0)
if ((Position & 0x1f) == 0)
{
Position += 8;
continue;
}
uint Word0 = (uint)Memory.ReadInt32(Position + 0);
uint Word1 = (uint)Memory.ReadInt32(Position + 4);
uint Word0 = (uint)Memory.ReadInt32(Position + Beginning + 0);
uint Word1 = (uint)Memory.ReadInt32(Position + Beginning + 4);
Position += 8;
@ -161,7 +161,7 @@ namespace Ryujinx.Graphics.Gal.Shader
if (AddDbgComments)
{
string DbgOpCode = $"0x{(Position - Beginning - 8):x16}: 0x{OpCode:x16} ";
string DbgOpCode = $"0x{(Position - 8):x16}: 0x{OpCode:x16} ";
DbgOpCode += (Decode?.Method.Name ?? "???");
@ -169,7 +169,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{
int Offset = ((int)(OpCode >> 20) << 8) >> 8;
long Target = Position + Offset - Beginning;
long Target = Position + Offset;
DbgOpCode += " (0x" + Target.ToString("x16") + ")";
}

View file

@ -4,8 +4,8 @@ namespace Ryujinx.Graphics.Gal.Shader
{
class ShaderIrBlock
{
public long Position { get; set; }
public long EndPosition { get; set; }
public int Position { get; set; }
public int EndPosition { get; set; }
public ShaderIrBlock Next { get; set; }
public ShaderIrBlock Branch { get; set; }
@ -14,7 +14,7 @@ namespace Ryujinx.Graphics.Gal.Shader
public List<ShaderIrNode> Nodes { get; private set; }
public ShaderIrBlock(long Position)
public ShaderIrBlock(int Position)
{
this.Position = Position;