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
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52 changed files with 1594 additions and 1979 deletions

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@ -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)));
}
}