[GPU] Fix decoding of negative 19-bits immediates on shader, other tweaks
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3 changed files with 8 additions and 11 deletions
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@ -133,21 +133,23 @@ namespace ChocolArm64.Instruction
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{
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AOpCodeSimdReg Op = (AOpCodeSimdReg)Context.CurrOp;
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int SizeF = Op.Size & 1;
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int Bytes = Context.CurrOp.GetBitsCount() >> 3;
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int Elems = Bytes >> Op.Size;
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int Elems = Bytes >> SizeF + 2;
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int Half = Elems >> 1;
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for (int Index = 0; Index < Elems; Index++)
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{
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int Elem = (Index & (Half - 1)) << 1;
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EmitVectorExtractF(Context, Index < Half ? Op.Rn : Op.Rm, Elem + 0, Op.Size);
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EmitVectorExtractF(Context, Index < Half ? Op.Rn : Op.Rm, Elem + 1, Op.Size);
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EmitVectorExtractF(Context, Index < Half ? Op.Rn : Op.Rm, Elem + 0, SizeF);
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EmitVectorExtractF(Context, Index < Half ? Op.Rn : Op.Rm, Elem + 1, SizeF);
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Context.Emit(OpCodes.Add);
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EmitVectorInsertTmpF(Context, Index, Op.Size);
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EmitVectorInsertTmpF(Context, Index, SizeF);
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}
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Context.EmitLdvectmp();
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@ -62,13 +62,13 @@ namespace Ryujinx.Graphics.Gal.Shader
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public static ShaderIrNode GetOperImm19_20(long OpCode)
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{
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uint Value = (uint)(OpCode >> 20) & 0x7ffff;
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int Value = (int)(OpCode >> 20) & 0x7ffff;
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bool Neg = ((OpCode >> 56) & 1) != 0;
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if (Neg)
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{
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Value |= 0x80000000;
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Value = -Value;
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}
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return new ShaderIrOperImm((int)Value);
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@ -141,11 +141,6 @@ namespace Ryujinx.Graphics.Gpu
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{
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case NvGpuEngine._3d: Call3dMethod(Memory, PBEntry); break;
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}
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if (PBEntry.SubChannel > 4)
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{
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throw new System.Exception("bad subch");
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}
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}
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}
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