Add support for saturation on some shader instructions, fix ReadTexture alignment
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aa1cd849cf
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8374949a17
3 changed files with 25 additions and 9 deletions
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@ -585,6 +585,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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bool AbsA = OpCode.Read(46);
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bool AbsA = OpCode.Read(46);
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bool NegA = OpCode.Read(48);
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bool NegA = OpCode.Read(48);
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bool AbsB = OpCode.Read(49);
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bool AbsB = OpCode.Read(49);
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bool Sat = OpCode.Read(50);
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ShaderIrNode OperA = OpCode.Gpr8(), OperB;
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ShaderIrNode OperA = OpCode.Gpr8(), OperB;
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@ -603,12 +604,13 @@ namespace Ryujinx.Graphics.Gal.Shader
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ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB);
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ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB);
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), GetAluFsat(Op, Sat))));
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}
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}
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private static void EmitFmul(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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private static void EmitFmul(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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{
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bool NegB = OpCode.Read(48);
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bool NegB = OpCode.Read(48);
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bool Sat = OpCode.Read(50);
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ShaderIrNode OperA = OpCode.Gpr8(), OperB;
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ShaderIrNode OperA = OpCode.Gpr8(), OperB;
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@ -625,13 +627,14 @@ namespace Ryujinx.Graphics.Gal.Shader
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ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
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ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), GetAluFsat(Op, Sat))));
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}
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}
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private static void EmitFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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private static void EmitFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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{
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bool NegB = OpCode.Read(48);
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bool NegB = OpCode.Read(48);
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bool NegC = OpCode.Read(49);
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bool NegC = OpCode.Read(49);
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bool Sat = OpCode.Read(50);
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ShaderIrNode OperA = OpCode.Gpr8(), OperB, OperC;
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ShaderIrNode OperA = OpCode.Gpr8(), OperB, OperC;
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@ -658,7 +661,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC);
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ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC);
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), GetAluFsat(Op, Sat))));
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}
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}
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private static void EmitIadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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private static void EmitIadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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@ -2,6 +2,9 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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{
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static class ShaderDecodeHelper
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static class ShaderDecodeHelper
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{
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{
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private static readonly ShaderIrOperImmf ImmfZero = new ShaderIrOperImmf(0);
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private static readonly ShaderIrOperImmf ImmfOne = new ShaderIrOperImmf(1);
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public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg)
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public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg)
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{
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{
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return GetAluFneg(GetAluFabs(Node, Abs), Neg);
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return GetAluFneg(GetAluFabs(Node, Abs), Neg);
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@ -17,6 +20,11 @@ namespace Ryujinx.Graphics.Gal.Shader
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return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node;
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return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node;
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}
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}
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public static ShaderIrNode GetAluFsat(ShaderIrNode Node, bool Sat)
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{
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return Sat ? new ShaderIrOp(ShaderIrInst.Fclamp, Node, ImmfZero, ImmfOne) : Node;
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}
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public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg)
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public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg)
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{
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{
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return GetAluIneg(GetAluIabs(Node, Abs), Neg);
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return GetAluIneg(GetAluIabs(Node, Abs), Neg);
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@ -235,18 +235,23 @@ namespace Ryujinx.Graphics.Texture
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int BytesPerPixel = Desc.BytesPerPixel;
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int BytesPerPixel = Desc.BytesPerPixel;
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int OutOffs = 0;
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//Note: Each row of the texture needs to be aligned to 4 bytes.
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int Pitch = (Width * BytesPerPixel + 3) & ~3;
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byte[] Data = new byte[Width * Height * BytesPerPixel];
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byte[] Data = new byte[Height * Pitch];
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for (int Y = 0; Y < Height; Y++)
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for (int Y = 0; Y < Height; Y++)
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for (int X = 0; X < Width; X++)
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{
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{
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long Offset = (uint)Swizzle.GetSwizzleOffset(X, Y);
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int OutOffs = Y * Pitch;
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CpuMemory.ReadBytes(Position + Offset, Data, OutOffs, BytesPerPixel);
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for (int X = 0; X < Width; X++)
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{
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long Offset = (uint)Swizzle.GetSwizzleOffset(X, Y);
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OutOffs += BytesPerPixel;
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CpuMemory.ReadBytes(Position + Offset, Data, OutOffs, BytesPerPixel);
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OutOffs += BytesPerPixel;
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}
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}
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}
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return Data;
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return Data;
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