Initial tessellation shader support (#2534)
* Initial tessellation shader support * Nits * Re-arrange built-in table * This is not needed anymore * PR feedback
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42 changed files with 775 additions and 148 deletions
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@ -5175,8 +5175,8 @@ namespace Ryujinx.Graphics.Shader.Decoders
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public int SrcB => (int)((_opcode >> 20) & 0xFF);
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public int SrcC => (int)((_opcode >> 39) & 0xFF);
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public int Pred => (int)((_opcode >> 16) & 0x7);
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public int Imm16 => (int)((_opcode >> 20) & 0xFFFF);
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public bool PredInv => (_opcode & 0x80000) != 0;
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public int Imm16 => (int)((_opcode >> 20) & 0xFFFF);
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public bool WriteCC => (_opcode & 0x800000000000) != 0;
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public bool DFormat => (_opcode & 0x40000000000000) != 0;
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public VectorSelect ASelect => (VectorSelect)((int)((_opcode >> 45) & 0x8) | (int)((_opcode >> 36) & 0x7));
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@ -5236,6 +5236,7 @@ namespace Ryujinx.Graphics.Shader.Decoders
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public int SrcB => (int)((_opcode >> 20) & 0xFF);
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public int Pred => (int)((_opcode >> 16) & 0x7);
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public bool PredInv => (_opcode & 0x80000) != 0;
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public int Imm16 => (int)((_opcode >> 20) & 0xFFFF);
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public VectorSelect ASelect => (VectorSelect)((int)((_opcode >> 45) & 0x8) | (int)((_opcode >> 36) & 0x7));
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public VectorSelect BSelect => (VectorSelect)((int)((_opcode >> 46) & 0x8) | (int)((_opcode >> 28) & 0x7));
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public IComp VComp => (IComp)((int)((_opcode >> 45) & 0x4) | (int)((_opcode >> 43) & 0x3));
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