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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@ -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);
}