Renaming part 2

This commit is contained in:
Alex Barney 2019-03-03 11:10:58 -06:00
parent a268285d9e
commit e697dbffc9
29 changed files with 2266 additions and 2266 deletions

View file

@ -51,9 +51,9 @@ namespace Ryujinx.Graphics.Gal.Shader
public const string SsyStackName = "ssy_stack";
public const string SsyCursorName = "ssy_cursor";
private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
private string[] _stagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
private string StagePrefix;
private string _stagePrefix;
private Dictionary<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
@ -83,9 +83,9 @@ namespace Ryujinx.Graphics.Gal.Shader
public GalShaderType ShaderType { get; private set; }
private GlslDecl(GalShaderType ShaderType)
private GlslDecl(GalShaderType shaderType)
{
this.ShaderType = ShaderType;
this.ShaderType = shaderType;
m_CbTextures = new Dictionary<ShaderIrOp, ShaderDeclInfo>();
@ -101,187 +101,187 @@ namespace Ryujinx.Graphics.Gal.Shader
m_Preds = new Dictionary<int, ShaderDeclInfo>();
}
public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType, ShaderHeader Header) : this(ShaderType)
public GlslDecl(ShaderIrBlock[] blocks, GalShaderType shaderType, ShaderHeader header) : this(shaderType)
{
StagePrefix = StagePrefixes[(int)ShaderType] + "_";
_stagePrefix = _stagePrefixes[(int)shaderType] + "_";
if (ShaderType == GalShaderType.Fragment)
if (shaderType == GalShaderType.Fragment)
{
int Index = 0;
int index = 0;
for (int Attachment = 0; Attachment < 8; Attachment++)
for (int attachment = 0; attachment < 8; attachment++)
{
for (int Component = 0; Component < 4; Component++)
for (int component = 0; component < 4; component++)
{
if (Header.OmapTargets[Attachment].ComponentEnabled(Component))
if (header.OmapTargets[attachment].ComponentEnabled(component))
{
m_Gprs.TryAdd(Index, new ShaderDeclInfo(GetGprName(Index), Index));
m_Gprs.TryAdd(index, new ShaderDeclInfo(GetGprName(index), index));
Index++;
index++;
}
}
}
if (Header.OmapDepth)
if (header.OmapDepth)
{
Index = Header.DepthRegister;
index = header.DepthRegister;
m_Gprs.TryAdd(Index, new ShaderDeclInfo(GetGprName(Index), Index));
m_Gprs.TryAdd(index, new ShaderDeclInfo(GetGprName(index), index));
}
}
foreach (ShaderIrBlock Block in Blocks)
foreach (ShaderIrBlock block in blocks)
{
ShaderIrNode[] Nodes = Block.GetNodes();
ShaderIrNode[] nodes = block.GetNodes();
foreach (ShaderIrNode Node in Nodes)
foreach (ShaderIrNode node in nodes)
{
Traverse(Nodes, null, Node);
Traverse(nodes, null, node);
}
}
}
public static GlslDecl Merge(GlslDecl VpA, GlslDecl VpB)
public static GlslDecl Merge(GlslDecl vpA, GlslDecl vpB)
{
GlslDecl Combined = new GlslDecl(GalShaderType.Vertex);
GlslDecl combined = new GlslDecl(GalShaderType.Vertex);
Merge(Combined.m_Textures, VpA.m_Textures, VpB.m_Textures);
Merge(Combined.m_Uniforms, VpA.m_Uniforms, VpB.m_Uniforms);
Merge(combined.m_Textures, vpA.m_Textures, vpB.m_Textures);
Merge(combined.m_Uniforms, vpA.m_Uniforms, vpB.m_Uniforms);
Merge(Combined.m_Attributes, VpA.m_Attributes, VpB.m_Attributes);
Merge(Combined.m_OutAttributes, VpA.m_OutAttributes, VpB.m_OutAttributes);
Merge(combined.m_Attributes, vpA.m_Attributes, vpB.m_Attributes);
Merge(combined.m_OutAttributes, vpA.m_OutAttributes, vpB.m_OutAttributes);
Merge(Combined.m_Gprs, VpA.m_Gprs, VpB.m_Gprs);
Merge(Combined.m_GprsHalf, VpA.m_GprsHalf, VpB.m_GprsHalf);
Merge(Combined.m_Preds, VpA.m_Preds, VpB.m_Preds);
Merge(combined.m_Gprs, vpA.m_Gprs, vpB.m_Gprs);
Merge(combined.m_GprsHalf, vpA.m_GprsHalf, vpB.m_GprsHalf);
Merge(combined.m_Preds, vpA.m_Preds, vpB.m_Preds);
//Merge input attributes.
foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpA.m_InAttributes)
foreach (KeyValuePair<int, ShaderDeclInfo> kv in vpA.m_InAttributes)
{
Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
combined.m_InAttributes.TryAdd(kv.Key, kv.Value);
}
foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpB.m_InAttributes)
foreach (KeyValuePair<int, ShaderDeclInfo> kv in vpB.m_InAttributes)
{
//If Vertex Program A already writes to this attribute,
//then we don't need to add it as an input attribute since
//Vertex Program A will already have written to it anyway,
//and there's no guarantee that there is an input attribute
//for this slot.
if (!VpA.m_OutAttributes.ContainsKey(KV.Key))
if (!vpA.m_OutAttributes.ContainsKey(kv.Key))
{
Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
combined.m_InAttributes.TryAdd(kv.Key, kv.Value);
}
}
return Combined;
return combined;
}
public static string GetGprName(int Index)
public static string GetGprName(int index)
{
return GprName + Index;
return GprName + index;
}
private static void Merge(
Dictionary<int, ShaderDeclInfo> C,
Dictionary<int, ShaderDeclInfo> A,
Dictionary<int, ShaderDeclInfo> B)
Dictionary<int, ShaderDeclInfo> c,
Dictionary<int, ShaderDeclInfo> a,
Dictionary<int, ShaderDeclInfo> b)
{
foreach (KeyValuePair<int, ShaderDeclInfo> KV in A)
foreach (KeyValuePair<int, ShaderDeclInfo> kv in a)
{
C.TryAdd(KV.Key, KV.Value);
c.TryAdd(kv.Key, kv.Value);
}
foreach (KeyValuePair<int, ShaderDeclInfo> KV in B)
foreach (KeyValuePair<int, ShaderDeclInfo> kv in b)
{
C.TryAdd(KV.Key, KV.Value);
c.TryAdd(kv.Key, kv.Value);
}
}
private void Traverse(ShaderIrNode[] Nodes, ShaderIrNode Parent, ShaderIrNode Node)
private void Traverse(ShaderIrNode[] nodes, ShaderIrNode parent, ShaderIrNode node)
{
switch (Node)
switch (node)
{
case ShaderIrAsg Asg:
case ShaderIrAsg asg:
{
Traverse(Nodes, Asg, Asg.Dst);
Traverse(Nodes, Asg, Asg.Src);
Traverse(nodes, asg, asg.Dst);
Traverse(nodes, asg, asg.Src);
break;
}
case ShaderIrCond Cond:
case ShaderIrCond cond:
{
Traverse(Nodes, Cond, Cond.Pred);
Traverse(Nodes, Cond, Cond.Child);
Traverse(nodes, cond, cond.Pred);
Traverse(nodes, cond, cond.Child);
break;
}
case ShaderIrOp Op:
case ShaderIrOp op:
{
Traverse(Nodes, Op, Op.OperandA);
Traverse(Nodes, Op, Op.OperandB);
Traverse(Nodes, Op, Op.OperandC);
Traverse(nodes, op, op.OperandA);
Traverse(nodes, op, op.OperandB);
Traverse(nodes, op, op.OperandC);
if (Op.Inst == ShaderIrInst.Texq ||
Op.Inst == ShaderIrInst.Texs ||
Op.Inst == ShaderIrInst.Tld4 ||
Op.Inst == ShaderIrInst.Txlf)
if (op.Inst == ShaderIrInst.Texq ||
op.Inst == ShaderIrInst.Texs ||
op.Inst == ShaderIrInst.Tld4 ||
op.Inst == ShaderIrInst.Txlf)
{
int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
int handle = ((ShaderIrOperImm)op.OperandC).Value;
int Index = Handle - TexStartIndex;
int index = handle - TexStartIndex;
string Name = StagePrefix + TextureName + Index;
string name = _stagePrefix + TextureName + index;
GalTextureTarget TextureTarget;
GalTextureTarget textureTarget;
TextureInstructionSuffix TextureInstructionSuffix;
TextureInstructionSuffix textureInstructionSuffix;
// TODO: Non 2D texture type for TEXQ?
if (Op.Inst == ShaderIrInst.Texq)
if (op.Inst == ShaderIrInst.Texq)
{
TextureTarget = GalTextureTarget.TwoD;
TextureInstructionSuffix = TextureInstructionSuffix.None;
textureTarget = GalTextureTarget.TwoD;
textureInstructionSuffix = TextureInstructionSuffix.None;
}
else
{
ShaderIrMetaTex Meta = ((ShaderIrMetaTex)Op.MetaData);
ShaderIrMetaTex meta = ((ShaderIrMetaTex)op.MetaData);
TextureTarget = Meta.TextureTarget;
TextureInstructionSuffix = Meta.TextureInstructionSuffix;
textureTarget = meta.TextureTarget;
textureInstructionSuffix = meta.TextureInstructionSuffix;
}
m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle, false, 0, 1, TextureTarget, TextureInstructionSuffix));
m_Textures.TryAdd(handle, new ShaderDeclInfo(name, handle, false, 0, 1, textureTarget, textureInstructionSuffix));
}
else if (Op.Inst == ShaderIrInst.Texb)
else if (op.Inst == ShaderIrInst.Texb)
{
ShaderIrNode HandleSrc = null;
ShaderIrNode handleSrc = null;
int Index = Array.IndexOf(Nodes, Parent) - 1;
int index = Array.IndexOf(nodes, parent) - 1;
for (; Index >= 0; Index--)
for (; index >= 0; index--)
{
ShaderIrNode Curr = Nodes[Index];
ShaderIrNode curr = nodes[index];
if (Curr is ShaderIrAsg Asg && Asg.Dst is ShaderIrOperGpr Gpr)
if (curr is ShaderIrAsg asg && asg.Dst is ShaderIrOperGpr gpr)
{
if (Gpr.Index == ((ShaderIrOperGpr)Op.OperandC).Index)
if (gpr.Index == ((ShaderIrOperGpr)op.OperandC).Index)
{
HandleSrc = Asg.Src;
handleSrc = asg.Src;
break;
}
}
}
if (HandleSrc != null && HandleSrc is ShaderIrOperCbuf Cbuf)
if (handleSrc != null && handleSrc is ShaderIrOperCbuf cbuf)
{
ShaderIrMetaTex Meta = ((ShaderIrMetaTex)Op.MetaData);
string Name = StagePrefix + TextureName + "_cb" + Cbuf.Index + "_" + Cbuf.Pos;
ShaderIrMetaTex meta = ((ShaderIrMetaTex)op.MetaData);
string name = _stagePrefix + TextureName + "_cb" + cbuf.Index + "_" + cbuf.Pos;
m_CbTextures.Add(Op, new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index, 1, Meta.TextureTarget, Meta.TextureInstructionSuffix));
m_CbTextures.Add(op, new ShaderDeclInfo(name, cbuf.Pos, true, cbuf.Index, 1, meta.TextureTarget, meta.TextureInstructionSuffix));
}
else
{
@ -291,93 +291,93 @@ namespace Ryujinx.Graphics.Gal.Shader
break;
}
case ShaderIrOperCbuf Cbuf:
case ShaderIrOperCbuf cbuf:
{
if (!m_Uniforms.ContainsKey(Cbuf.Index))
if (!m_Uniforms.ContainsKey(cbuf.Index))
{
string Name = StagePrefix + UniformName + Cbuf.Index;
string name = _stagePrefix + UniformName + cbuf.Index;
ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index);
ShaderDeclInfo declInfo = new ShaderDeclInfo(name, cbuf.Pos, true, cbuf.Index);
m_Uniforms.Add(Cbuf.Index, DeclInfo);
m_Uniforms.Add(cbuf.Index, declInfo);
}
break;
}
case ShaderIrOperAbuf Abuf:
case ShaderIrOperAbuf abuf:
{
//This is a built-in variable.
if (Abuf.Offs == LayerAttr ||
Abuf.Offs == PointSizeAttr ||
Abuf.Offs == PointCoordAttrX ||
Abuf.Offs == PointCoordAttrY ||
Abuf.Offs == VertexIdAttr ||
Abuf.Offs == InstanceIdAttr ||
Abuf.Offs == FaceAttr)
if (abuf.Offs == LayerAttr ||
abuf.Offs == PointSizeAttr ||
abuf.Offs == PointCoordAttrX ||
abuf.Offs == PointCoordAttrY ||
abuf.Offs == VertexIdAttr ||
abuf.Offs == InstanceIdAttr ||
abuf.Offs == FaceAttr)
{
break;
}
int Index = Abuf.Offs >> 4;
int Elem = (Abuf.Offs >> 2) & 3;
int index = abuf.Offs >> 4;
int elem = (abuf.Offs >> 2) & 3;
int GlslIndex = Index - AttrStartIndex;
int glslIndex = index - AttrStartIndex;
if (GlslIndex < 0)
if (glslIndex < 0)
{
return;
}
ShaderDeclInfo DeclInfo;
ShaderDeclInfo declInfo;
if (Parent is ShaderIrAsg Asg && Asg.Dst == Node)
if (parent is ShaderIrAsg asg && asg.Dst == node)
{
if (!m_OutAttributes.TryGetValue(Index, out DeclInfo))
if (!m_OutAttributes.TryGetValue(index, out declInfo))
{
DeclInfo = new ShaderDeclInfo(OutAttrName + GlslIndex, GlslIndex);
declInfo = new ShaderDeclInfo(OutAttrName + glslIndex, glslIndex);
m_OutAttributes.Add(Index, DeclInfo);
m_OutAttributes.Add(index, declInfo);
}
}
else
{
if (!m_InAttributes.TryGetValue(Index, out DeclInfo))
if (!m_InAttributes.TryGetValue(index, out declInfo))
{
DeclInfo = new ShaderDeclInfo(InAttrName + GlslIndex, GlslIndex);
declInfo = new ShaderDeclInfo(InAttrName + glslIndex, glslIndex);
m_InAttributes.Add(Index, DeclInfo);
m_InAttributes.Add(index, declInfo);
}
}
DeclInfo.Enlarge(Elem + 1);
declInfo.Enlarge(elem + 1);
if (!m_Attributes.ContainsKey(Index))
if (!m_Attributes.ContainsKey(index))
{
DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, false, 0, 4);
declInfo = new ShaderDeclInfo(AttrName + glslIndex, glslIndex, false, 0, 4);
m_Attributes.Add(Index, DeclInfo);
m_Attributes.Add(index, declInfo);
}
Traverse(Nodes, Abuf, Abuf.Vertex);
Traverse(nodes, abuf, abuf.Vertex);
break;
}
case ShaderIrOperGpr Gpr:
case ShaderIrOperGpr gpr:
{
if (!Gpr.IsConst)
if (!gpr.IsConst)
{
string Name = GetGprName(Gpr.Index);
string name = GetGprName(gpr.Index);
if (Gpr.RegisterSize == ShaderRegisterSize.Single)
if (gpr.RegisterSize == ShaderRegisterSize.Single)
{
m_Gprs.TryAdd(Gpr.Index, new ShaderDeclInfo(Name, Gpr.Index));
m_Gprs.TryAdd(gpr.Index, new ShaderDeclInfo(name, gpr.Index));
}
else if (Gpr.RegisterSize == ShaderRegisterSize.Half)
else if (gpr.RegisterSize == ShaderRegisterSize.Half)
{
Name += "_h" + Gpr.HalfPart;
name += "_h" + gpr.HalfPart;
m_GprsHalf.TryAdd((Gpr.Index << 1) | Gpr.HalfPart, new ShaderDeclInfo(Name, Gpr.Index));
m_GprsHalf.TryAdd((gpr.Index << 1) | gpr.HalfPart, new ShaderDeclInfo(name, gpr.Index));
}
else /* if (Gpr.RegisterSize == ShaderRegisterSize.Double) */
{
@ -387,35 +387,35 @@ namespace Ryujinx.Graphics.Gal.Shader
break;
}
case ShaderIrOperPred Pred:
case ShaderIrOperPred pred:
{
if (!Pred.IsConst && !HasName(m_Preds, Pred.Index))
if (!pred.IsConst && !HasName(m_Preds, pred.Index))
{
string Name = PredName + Pred.Index;
string name = PredName + pred.Index;
m_Preds.TryAdd(Pred.Index, new ShaderDeclInfo(Name, Pred.Index));
m_Preds.TryAdd(pred.Index, new ShaderDeclInfo(name, pred.Index));
}
break;
}
}
}
private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
private bool HasName(Dictionary<int, ShaderDeclInfo> decls, int index)
{
//This is used to check if the dictionary already contains
//a entry for a vector at a given index position.
//Used to enable turning gprs into vectors.
int VecIndex = Index & ~3;
int vecIndex = index & ~3;
if (Decls.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
if (decls.TryGetValue(vecIndex, out ShaderDeclInfo declInfo))
{
if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
if (declInfo.Size > 1 && index < vecIndex + declInfo.Size)
{
return true;
}
}
return Decls.ContainsKey(Index);
return decls.ContainsKey(index);
}
}
}

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@ -10,13 +10,13 @@ namespace Ryujinx.Graphics.Gal.Shader
public IEnumerable<ShaderDeclInfo> Uniforms { get; private set; }
public GlslProgram(
string Code,
IEnumerable<ShaderDeclInfo> Textures,
IEnumerable<ShaderDeclInfo> Uniforms)
string code,
IEnumerable<ShaderDeclInfo> textures,
IEnumerable<ShaderDeclInfo> uniforms)
{
this.Code = Code;
this.Textures = Textures;
this.Uniforms = Uniforms;
this.Code = code;
this.Textures = textures;
this.Uniforms = uniforms;
}
}
}

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@ -4,54 +4,54 @@ namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
public static void Bra(ShaderIrBlock Block, long OpCode, int Position)
public static void Bra(ShaderIrBlock block, long opCode, int position)
{
if ((OpCode & 0x20) != 0)
if ((opCode & 0x20) != 0)
{
//This reads the target offset from the constant buffer.
//Almost impossible to support with GLSL.
throw new NotImplementedException();
}
ShaderIrOperImm Imm = new ShaderIrOperImm(Position + OpCode.Branch());
ShaderIrOperImm imm = new ShaderIrOperImm(position + opCode.Branch());
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Bra, Imm)));
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Bra, imm)));
}
public static void Exit(ShaderIrBlock Block, long OpCode, int Position)
public static void Exit(ShaderIrBlock block, long opCode, int position)
{
int CCode = (int)OpCode & 0x1f;
int cCode = (int)opCode & 0x1f;
//TODO: Figure out what the other condition codes mean...
if (CCode == 0xf)
if (cCode == 0xf)
{
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Exit)));
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Exit)));
}
}
public static void Kil(ShaderIrBlock Block, long OpCode, int Position)
public static void Kil(ShaderIrBlock block, long opCode, int position)
{
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Kil)));
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Kil)));
}
public static void Ssy(ShaderIrBlock Block, long OpCode, int Position)
public static void Ssy(ShaderIrBlock block, long opCode, int position)
{
if ((OpCode & 0x20) != 0)
if ((opCode & 0x20) != 0)
{
//This reads the target offset from the constant buffer.
//Almost impossible to support with GLSL.
throw new NotImplementedException();
}
ShaderIrOperImm Imm = new ShaderIrOperImm(Position + OpCode.Branch());
ShaderIrOperImm imm = new ShaderIrOperImm(position + opCode.Branch());
Block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, Imm));
block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, imm));
}
public static void Sync(ShaderIrBlock Block, long OpCode, int Position)
public static void Sync(ShaderIrBlock block, long opCode, int position)
{
//TODO: Implement Sync condition codes
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Sync)));
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Sync)));
}
}
}

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@ -1,4 +1,4 @@
namespace Ryujinx.Graphics.Gal.Shader
{
delegate void ShaderDecodeFunc(ShaderIrBlock Block, long OpCode, int Position);
delegate void ShaderDecodeFunc(ShaderIrBlock block, long opCode, int position);
}

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@ -5,74 +5,74 @@ namespace Ryujinx.Graphics.Gal.Shader
private static readonly ShaderIrOperImmf ImmfZero = new ShaderIrOperImmf(0);
private static readonly ShaderIrOperImmf ImmfOne = new ShaderIrOperImmf(1);
public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg)
public static ShaderIrNode GetAluFabsFneg(ShaderIrNode node, bool abs, bool neg)
{
return GetAluFneg(GetAluFabs(Node, Abs), Neg);
return GetAluFneg(GetAluFabs(node, abs), neg);
}
public static ShaderIrNode GetAluFabs(ShaderIrNode Node, bool Abs)
public static ShaderIrNode GetAluFabs(ShaderIrNode node, bool abs)
{
return Abs ? new ShaderIrOp(ShaderIrInst.Fabs, Node) : Node;
return abs ? new ShaderIrOp(ShaderIrInst.Fabs, node) : node;
}
public static ShaderIrNode GetAluFneg(ShaderIrNode Node, bool Neg)
public static ShaderIrNode GetAluFneg(ShaderIrNode node, bool neg)
{
return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node;
return neg ? new ShaderIrOp(ShaderIrInst.Fneg, node) : node;
}
public static ShaderIrNode GetAluFsat(ShaderIrNode Node, bool Sat)
public static ShaderIrNode GetAluFsat(ShaderIrNode node, bool sat)
{
return Sat ? new ShaderIrOp(ShaderIrInst.Fclamp, Node, ImmfZero, ImmfOne) : Node;
return sat ? new ShaderIrOp(ShaderIrInst.Fclamp, node, ImmfZero, ImmfOne) : node;
}
public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg)
public static ShaderIrNode GetAluIabsIneg(ShaderIrNode node, bool abs, bool neg)
{
return GetAluIneg(GetAluIabs(Node, Abs), Neg);
return GetAluIneg(GetAluIabs(node, abs), neg);
}
public static ShaderIrNode GetAluIabs(ShaderIrNode Node, bool Abs)
public static ShaderIrNode GetAluIabs(ShaderIrNode node, bool abs)
{
return Abs ? new ShaderIrOp(ShaderIrInst.Abs, Node) : Node;
return abs ? new ShaderIrOp(ShaderIrInst.Abs, node) : node;
}
public static ShaderIrNode GetAluIneg(ShaderIrNode Node, bool Neg)
public static ShaderIrNode GetAluIneg(ShaderIrNode node, bool neg)
{
return Neg ? new ShaderIrOp(ShaderIrInst.Neg, Node) : Node;
return neg ? new ShaderIrOp(ShaderIrInst.Neg, node) : node;
}
public static ShaderIrNode GetAluNot(ShaderIrNode Node, bool Not)
public static ShaderIrNode GetAluNot(ShaderIrNode node, bool not)
{
return Not ? new ShaderIrOp(ShaderIrInst.Not, Node) : Node;
return not ? new ShaderIrOp(ShaderIrInst.Not, node) : node;
}
public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, int Size)
public static ShaderIrNode ExtendTo32(ShaderIrNode node, bool signed, int size)
{
int Shift = 32 - Size;
int shift = 32 - size;
ShaderIrInst RightShift = Signed
ShaderIrInst rightShift = signed
? ShaderIrInst.Asr
: ShaderIrInst.Lsr;
Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, new ShaderIrOperImm(Shift));
Node = new ShaderIrOp(RightShift, Node, new ShaderIrOperImm(Shift));
node = new ShaderIrOp(ShaderIrInst.Lsl, node, new ShaderIrOperImm(shift));
node = new ShaderIrOp(rightShift, node, new ShaderIrOperImm(shift));
return Node;
return node;
}
public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, ShaderIrNode Size)
public static ShaderIrNode ExtendTo32(ShaderIrNode node, bool signed, ShaderIrNode size)
{
ShaderIrOperImm WordSize = new ShaderIrOperImm(32);
ShaderIrOperImm wordSize = new ShaderIrOperImm(32);
ShaderIrOp Shift = new ShaderIrOp(ShaderIrInst.Sub, WordSize, Size);
ShaderIrOp shift = new ShaderIrOp(ShaderIrInst.Sub, wordSize, size);
ShaderIrInst RightShift = Signed
ShaderIrInst rightShift = signed
? ShaderIrInst.Asr
: ShaderIrInst.Lsr;
Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, Shift);
Node = new ShaderIrOp(RightShift, Node, Shift);
node = new ShaderIrOp(ShaderIrInst.Lsl, node, shift);
node = new ShaderIrOp(rightShift, node, shift);
return Node;
return node;
}
}
}

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@ -25,400 +25,400 @@ namespace Ryujinx.Graphics.Gal.Shader
F64 = 3
}
public static void F2f_C(ShaderIrBlock Block, long OpCode, int Position)
public static void F2f_C(ShaderIrBlock block, long opCode, int position)
{
EmitF2f(Block, OpCode, ShaderOper.CR);
EmitF2F(block, opCode, ShaderOper.Cr);
}
public static void F2f_I(ShaderIrBlock Block, long OpCode, int Position)
public static void F2f_I(ShaderIrBlock block, long opCode, int position)
{
EmitF2f(Block, OpCode, ShaderOper.Immf);
EmitF2F(block, opCode, ShaderOper.Immf);
}
public static void F2f_R(ShaderIrBlock Block, long OpCode, int Position)
public static void F2f_R(ShaderIrBlock block, long opCode, int position)
{
EmitF2f(Block, OpCode, ShaderOper.RR);
EmitF2F(block, opCode, ShaderOper.Rr);
}
public static void F2i_C(ShaderIrBlock Block, long OpCode, int Position)
public static void F2i_C(ShaderIrBlock block, long opCode, int position)
{
EmitF2i(Block, OpCode, ShaderOper.CR);
EmitF2I(block, opCode, ShaderOper.Cr);
}
public static void F2i_I(ShaderIrBlock Block, long OpCode, int Position)
public static void F2i_I(ShaderIrBlock block, long opCode, int position)
{
EmitF2i(Block, OpCode, ShaderOper.Immf);
EmitF2I(block, opCode, ShaderOper.Immf);
}
public static void F2i_R(ShaderIrBlock Block, long OpCode, int Position)
public static void F2i_R(ShaderIrBlock block, long opCode, int position)
{
EmitF2i(Block, OpCode, ShaderOper.RR);
EmitF2I(block, opCode, ShaderOper.Rr);
}
public static void I2f_C(ShaderIrBlock Block, long OpCode, int Position)
public static void I2f_C(ShaderIrBlock block, long opCode, int position)
{
EmitI2f(Block, OpCode, ShaderOper.CR);
EmitI2F(block, opCode, ShaderOper.Cr);
}
public static void I2f_I(ShaderIrBlock Block, long OpCode, int Position)
public static void I2f_I(ShaderIrBlock block, long opCode, int position)
{
EmitI2f(Block, OpCode, ShaderOper.Imm);
EmitI2F(block, opCode, ShaderOper.Imm);
}
public static void I2f_R(ShaderIrBlock Block, long OpCode, int Position)
public static void I2f_R(ShaderIrBlock block, long opCode, int position)
{
EmitI2f(Block, OpCode, ShaderOper.RR);
EmitI2F(block, opCode, ShaderOper.Rr);
}
public static void I2i_C(ShaderIrBlock Block, long OpCode, int Position)
public static void I2i_C(ShaderIrBlock block, long opCode, int position)
{
EmitI2i(Block, OpCode, ShaderOper.CR);
EmitI2I(block, opCode, ShaderOper.Cr);
}
public static void I2i_I(ShaderIrBlock Block, long OpCode, int Position)
public static void I2i_I(ShaderIrBlock block, long opCode, int position)
{
EmitI2i(Block, OpCode, ShaderOper.Imm);
EmitI2I(block, opCode, ShaderOper.Imm);
}
public static void I2i_R(ShaderIrBlock Block, long OpCode, int Position)
public static void I2i_R(ShaderIrBlock block, long opCode, int position)
{
EmitI2i(Block, OpCode, ShaderOper.RR);
EmitI2I(block, opCode, ShaderOper.Rr);
}
public static void Isberd(ShaderIrBlock Block, long OpCode, int Position)
public static void Isberd(ShaderIrBlock block, long opCode, int position)
{
//This instruction seems to be used to translate from an address to a vertex index in a GS
//Stub it as such
Block.AddNode(new ShaderIrCmnt("Stubbed."));
block.AddNode(new ShaderIrCmnt("Stubbed."));
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), OpCode.Gpr8())));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), opCode.Gpr8())));
}
public static void Mov_C(ShaderIrBlock Block, long OpCode, int Position)
public static void Mov_C(ShaderIrBlock block, long opCode, int position)
{
ShaderIrOperCbuf Cbuf = OpCode.Cbuf34();
ShaderIrOperCbuf cbuf = opCode.Cbuf34();
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Cbuf)));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), cbuf)));
}
public static void Mov_I(ShaderIrBlock Block, long OpCode, int Position)
public static void Mov_I(ShaderIrBlock block, long opCode, int position)
{
ShaderIrOperImm Imm = OpCode.Imm19_20();
ShaderIrOperImm imm = opCode.Imm19_20();
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Imm)));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), imm)));
}
public static void Mov_I32(ShaderIrBlock Block, long OpCode, int Position)
public static void Mov_I32(ShaderIrBlock block, long opCode, int position)
{
ShaderIrOperImm Imm = OpCode.Imm32_20();
ShaderIrOperImm imm = opCode.Imm32_20();
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Imm)));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), imm)));
}
public static void Mov_R(ShaderIrBlock Block, long OpCode, int Position)
public static void Mov_R(ShaderIrBlock block, long opCode, int position)
{
ShaderIrOperGpr Gpr = OpCode.Gpr20();
ShaderIrOperGpr gpr = opCode.Gpr20();
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Gpr)));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), gpr)));
}
public static void Sel_C(ShaderIrBlock Block, long OpCode, int Position)
public static void Sel_C(ShaderIrBlock block, long opCode, int position)
{
EmitSel(Block, OpCode, ShaderOper.CR);
EmitSel(block, opCode, ShaderOper.Cr);
}
public static void Sel_I(ShaderIrBlock Block, long OpCode, int Position)
public static void Sel_I(ShaderIrBlock block, long opCode, int position)
{
EmitSel(Block, OpCode, ShaderOper.Imm);
EmitSel(block, opCode, ShaderOper.Imm);
}
public static void Sel_R(ShaderIrBlock Block, long OpCode, int Position)
public static void Sel_R(ShaderIrBlock block, long opCode, int position)
{
EmitSel(Block, OpCode, ShaderOper.RR);
EmitSel(block, opCode, ShaderOper.Rr);
}
public static void Mov_S(ShaderIrBlock Block, long OpCode, int Position)
public static void Mov_S(ShaderIrBlock block, long opCode, int position)
{
Block.AddNode(new ShaderIrCmnt("Stubbed."));
block.AddNode(new ShaderIrCmnt("Stubbed."));
//Zero is used as a special number to get a valid "0 * 0 + VertexIndex" in a GS
ShaderIrNode Source = new ShaderIrOperImm(0);
ShaderIrNode source = new ShaderIrOperImm(0);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Source)));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), source)));
}
private static void EmitF2f(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
private static void EmitF2F(ShaderIrBlock block, long opCode, ShaderOper oper)
{
bool NegA = OpCode.Read(45);
bool AbsA = OpCode.Read(49);
bool negA = opCode.Read(45);
bool absA = opCode.Read(49);
ShaderIrNode OperA;
ShaderIrNode operA;
switch (Oper)
switch (oper)
{
case ShaderOper.CR: OperA = OpCode.Cbuf34(); break;
case ShaderOper.Immf: OperA = OpCode.Immf19_20(); break;
case ShaderOper.RR: OperA = OpCode.Gpr20(); break;
case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
case ShaderOper.Rr: operA = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(Oper));
default: throw new ArgumentException(nameof(oper));
}
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
operA = GetAluFabsFneg(operA, absA, negA);
ShaderIrInst RoundInst = GetRoundInst(OpCode);
ShaderIrInst roundInst = GetRoundInst(opCode);
if (RoundInst != ShaderIrInst.Invalid)
if (roundInst != ShaderIrInst.Invalid)
{
OperA = new ShaderIrOp(RoundInst, OperA);
operA = new ShaderIrOp(roundInst, operA);
}
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), OperA)));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operA)));
}
private static void EmitF2i(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
private static void EmitF2I(ShaderIrBlock block, long opCode, ShaderOper oper)
{
IntType Type = GetIntType(OpCode);
IntType type = GetIntType(opCode);
if (Type == IntType.U64 ||
Type == IntType.S64)
if (type == IntType.U64 ||
type == IntType.S64)
{
//TODO: 64-bits support.
//Note: GLSL doesn't support 64-bits integers.
throw new NotImplementedException();
}
bool NegA = OpCode.Read(45);
bool AbsA = OpCode.Read(49);
bool negA = opCode.Read(45);
bool absA = opCode.Read(49);
ShaderIrNode OperA;
ShaderIrNode operA;
switch (Oper)
switch (oper)
{
case ShaderOper.CR: OperA = OpCode.Cbuf34(); break;
case ShaderOper.Immf: OperA = OpCode.Immf19_20(); break;
case ShaderOper.RR: OperA = OpCode.Gpr20(); break;
case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
case ShaderOper.Rr: operA = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(Oper));
default: throw new ArgumentException(nameof(oper));
}
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
operA = GetAluFabsFneg(operA, absA, negA);
ShaderIrInst RoundInst = GetRoundInst(OpCode);
ShaderIrInst roundInst = GetRoundInst(opCode);
if (RoundInst != ShaderIrInst.Invalid)
if (roundInst != ShaderIrInst.Invalid)
{
OperA = new ShaderIrOp(RoundInst, OperA);
operA = new ShaderIrOp(roundInst, operA);
}
bool Signed = Type >= IntType.S8;
bool signed = type >= IntType.S8;
int Size = 8 << ((int)Type & 3);
int size = 8 << ((int)type & 3);
if (Size < 32)
if (size < 32)
{
uint Mask = uint.MaxValue >> (32 - Size);
uint mask = uint.MaxValue >> (32 - size);
float CMin = 0;
float CMax = Mask;
float cMin = 0;
float cMax = mask;
if (Signed)
if (signed)
{
uint HalfMask = Mask >> 1;
uint halfMask = mask >> 1;
CMin -= HalfMask + 1;
CMax = HalfMask;
cMin -= halfMask + 1;
cMax = halfMask;
}
ShaderIrOperImmf IMin = new ShaderIrOperImmf(CMin);
ShaderIrOperImmf IMax = new ShaderIrOperImmf(CMax);
ShaderIrOperImmf min = new ShaderIrOperImmf(cMin);
ShaderIrOperImmf max = new ShaderIrOperImmf(cMax);
OperA = new ShaderIrOp(ShaderIrInst.Fclamp, OperA, IMin, IMax);
operA = new ShaderIrOp(ShaderIrInst.Fclamp, operA, min, max);
}
ShaderIrInst Inst = Signed
ShaderIrInst inst = signed
? ShaderIrInst.Ftos
: ShaderIrInst.Ftou;
ShaderIrNode Op = new ShaderIrOp(Inst, OperA);
ShaderIrNode op = new ShaderIrOp(inst, operA);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
private static void EmitI2f(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
private static void EmitI2F(ShaderIrBlock block, long opCode, ShaderOper oper)
{
IntType Type = GetIntType(OpCode);
IntType type = GetIntType(opCode);
if (Type == IntType.U64 ||
Type == IntType.S64)
if (type == IntType.U64 ||
type == IntType.S64)
{
//TODO: 64-bits support.
//Note: GLSL doesn't support 64-bits integers.
throw new NotImplementedException();
}
int Sel = OpCode.Read(41, 3);
int sel = opCode.Read(41, 3);
bool NegA = OpCode.Read(45);
bool AbsA = OpCode.Read(49);
bool negA = opCode.Read(45);
bool absA = opCode.Read(49);
ShaderIrNode OperA;
ShaderIrNode operA;
switch (Oper)
switch (oper)
{
case ShaderOper.CR: OperA = OpCode.Cbuf34(); break;
case ShaderOper.Imm: OperA = OpCode.Imm19_20(); break;
case ShaderOper.RR: OperA = OpCode.Gpr20(); break;
case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
case ShaderOper.Imm: operA = opCode.Imm19_20(); break;
case ShaderOper.Rr: operA = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(Oper));
default: throw new ArgumentException(nameof(oper));
}
OperA = GetAluIabsIneg(OperA, AbsA, NegA);
operA = GetAluIabsIneg(operA, absA, negA);
bool Signed = Type >= IntType.S8;
bool signed = type >= IntType.S8;
int Shift = Sel * 8;
int shift = sel * 8;
int Size = 8 << ((int)Type & 3);
int size = 8 << ((int)type & 3);
if (Shift != 0)
if (shift != 0)
{
OperA = new ShaderIrOp(ShaderIrInst.Asr, OperA, new ShaderIrOperImm(Shift));
operA = new ShaderIrOp(ShaderIrInst.Asr, operA, new ShaderIrOperImm(shift));
}
if (Size < 32)
if (size < 32)
{
OperA = ExtendTo32(OperA, Signed, Size);
operA = ExtendTo32(operA, signed, size);
}
ShaderIrInst Inst = Signed
ShaderIrInst inst = signed
? ShaderIrInst.Stof
: ShaderIrInst.Utof;
ShaderIrNode Op = new ShaderIrOp(Inst, OperA);
ShaderIrNode op = new ShaderIrOp(inst, operA);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
private static void EmitI2i(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
private static void EmitI2I(ShaderIrBlock block, long opCode, ShaderOper oper)
{
IntType Type = GetIntType(OpCode);
IntType type = GetIntType(opCode);
if (Type == IntType.U64 ||
Type == IntType.S64)
if (type == IntType.U64 ||
type == IntType.S64)
{
//TODO: 64-bits support.
//Note: GLSL doesn't support 64-bits integers.
throw new NotImplementedException();
}
int Sel = OpCode.Read(41, 3);
int sel = opCode.Read(41, 3);
bool NegA = OpCode.Read(45);
bool AbsA = OpCode.Read(49);
bool SatA = OpCode.Read(50);
bool negA = opCode.Read(45);
bool absA = opCode.Read(49);
bool satA = opCode.Read(50);
ShaderIrNode OperA;
ShaderIrNode operA;
switch (Oper)
switch (oper)
{
case ShaderOper.CR: OperA = OpCode.Cbuf34(); break;
case ShaderOper.Immf: OperA = OpCode.Immf19_20(); break;
case ShaderOper.RR: OperA = OpCode.Gpr20(); break;
case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
case ShaderOper.Rr: operA = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(Oper));
default: throw new ArgumentException(nameof(oper));
}
OperA = GetAluIabsIneg(OperA, AbsA, NegA);
operA = GetAluIabsIneg(operA, absA, negA);
bool Signed = Type >= IntType.S8;
bool signed = type >= IntType.S8;
int Shift = Sel * 8;
int shift = sel * 8;
int Size = 8 << ((int)Type & 3);
int size = 8 << ((int)type & 3);
if (Shift != 0)
if (shift != 0)
{
OperA = new ShaderIrOp(ShaderIrInst.Asr, OperA, new ShaderIrOperImm(Shift));
operA = new ShaderIrOp(ShaderIrInst.Asr, operA, new ShaderIrOperImm(shift));
}
if (Size < 32)
if (size < 32)
{
uint Mask = uint.MaxValue >> (32 - Size);
uint mask = uint.MaxValue >> (32 - size);
if (SatA)
if (satA)
{
uint CMin = 0;
uint CMax = Mask;
uint cMin = 0;
uint cMax = mask;
if (Signed)
if (signed)
{
uint HalfMask = Mask >> 1;
uint halfMask = mask >> 1;
CMin -= HalfMask + 1;
CMax = HalfMask;
cMin -= halfMask + 1;
cMax = halfMask;
}
ShaderIrOperImm IMin = new ShaderIrOperImm((int)CMin);
ShaderIrOperImm IMax = new ShaderIrOperImm((int)CMax);
ShaderIrOperImm min = new ShaderIrOperImm((int)cMin);
ShaderIrOperImm max = new ShaderIrOperImm((int)cMax);
OperA = new ShaderIrOp(Signed
operA = new ShaderIrOp(signed
? ShaderIrInst.Clamps
: ShaderIrInst.Clampu, OperA, IMin, IMax);
: ShaderIrInst.Clampu, operA, min, max);
}
else
{
OperA = ExtendTo32(OperA, Signed, Size);
operA = ExtendTo32(operA, signed, size);
}
}
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), OperA)));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operA)));
}
private static void EmitSel(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
private static void EmitSel(ShaderIrBlock block, long opCode, ShaderOper oper)
{
ShaderIrOperGpr Dst = OpCode.Gpr0();
ShaderIrNode Pred = OpCode.Pred39N();
ShaderIrOperGpr dst = opCode.Gpr0();
ShaderIrNode pred = opCode.Pred39N();
ShaderIrNode ResultA = OpCode.Gpr8();
ShaderIrNode ResultB;
ShaderIrNode resultA = opCode.Gpr8();
ShaderIrNode resultB;
switch (Oper)
switch (oper)
{
case ShaderOper.CR: ResultB = OpCode.Cbuf34(); break;
case ShaderOper.Imm: ResultB = OpCode.Imm19_20(); break;
case ShaderOper.RR: ResultB = OpCode.Gpr20(); break;
case ShaderOper.Cr: resultB = opCode.Cbuf34(); break;
case ShaderOper.Imm: resultB = opCode.Imm19_20(); break;
case ShaderOper.Rr: resultB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(Oper));
default: throw new ArgumentException(nameof(oper));
}
Block.AddNode(OpCode.PredNode(new ShaderIrCond(Pred, new ShaderIrAsg(Dst, ResultA), false)));
block.AddNode(opCode.PredNode(new ShaderIrCond(pred, new ShaderIrAsg(dst, resultA), false)));
Block.AddNode(OpCode.PredNode(new ShaderIrCond(Pred, new ShaderIrAsg(Dst, ResultB), true)));
block.AddNode(opCode.PredNode(new ShaderIrCond(pred, new ShaderIrAsg(dst, resultB), true)));
}
private static IntType GetIntType(long OpCode)
private static IntType GetIntType(long opCode)
{
bool Signed = OpCode.Read(13);
bool signed = opCode.Read(13);
IntType Type = (IntType)(OpCode.Read(10, 3));
IntType type = (IntType)(opCode.Read(10, 3));
if (Signed)
if (signed)
{
Type += (int)IntType.S8;
type += (int)IntType.S8;
}
return Type;
return type;
}
private static FloatType GetFloatType(long OpCode)
private static FloatType GetFloatType(long opCode)
{
return (FloatType)(OpCode.Read(8, 3));
return (FloatType)(opCode.Read(8, 3));
}
private static ShaderIrInst GetRoundInst(long OpCode)
private static ShaderIrInst GetRoundInst(long opCode)
{
switch (OpCode.Read(39, 3))
switch (opCode.Read(39, 3))
{
case 1: return ShaderIrInst.Floor;
case 2: return ShaderIrInst.Ceil;

View file

@ -4,227 +4,227 @@ namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
private static int Read(this long OpCode, int Position, int Mask)
private static int Read(this long opCode, int position, int mask)
{
return (int)(OpCode >> Position) & Mask;
return (int)(opCode >> position) & mask;
}
private static bool Read(this long OpCode, int Position)
private static bool Read(this long opCode, int position)
{
return ((OpCode >> Position) & 1) != 0;
return ((opCode >> position) & 1) != 0;
}
private static int Branch(this long OpCode)
private static int Branch(this long opCode)
{
return ((int)(OpCode >> 20) << 8) >> 8;
return ((int)(opCode >> 20) << 8) >> 8;
}
private static bool HasArray(this long OpCode)
private static bool HasArray(this long opCode)
{
return OpCode.Read(0x1c);
return opCode.Read(0x1c);
}
private static ShaderIrOperAbuf[] Abuf20(this long OpCode)
private static ShaderIrOperAbuf[] Abuf20(this long opCode)
{
int Abuf = OpCode.Read(20, 0x3ff);
int Size = OpCode.Read(47, 3);
int abuf = opCode.Read(20, 0x3ff);
int size = opCode.Read(47, 3);
ShaderIrOperGpr Vertex = OpCode.Gpr39();
ShaderIrOperGpr vertex = opCode.Gpr39();
ShaderIrOperAbuf[] Opers = new ShaderIrOperAbuf[Size + 1];
ShaderIrOperAbuf[] opers = new ShaderIrOperAbuf[size + 1];
for (int Index = 0; Index <= Size; Index++)
for (int index = 0; index <= size; index++)
{
Opers[Index] = new ShaderIrOperAbuf(Abuf + Index * 4, Vertex);
opers[index] = new ShaderIrOperAbuf(abuf + index * 4, vertex);
}
return Opers;
return opers;
}
private static ShaderIrOperAbuf Abuf28(this long OpCode)
private static ShaderIrOperAbuf Abuf28(this long opCode)
{
int Abuf = OpCode.Read(28, 0x3ff);
int abuf = opCode.Read(28, 0x3ff);
return new ShaderIrOperAbuf(Abuf, OpCode.Gpr39());
return new ShaderIrOperAbuf(abuf, opCode.Gpr39());
}
private static ShaderIrOperCbuf Cbuf34(this long OpCode)
private static ShaderIrOperCbuf Cbuf34(this long opCode)
{
return new ShaderIrOperCbuf(
OpCode.Read(34, 0x1f),
OpCode.Read(20, 0x3fff));
opCode.Read(34, 0x1f),
opCode.Read(20, 0x3fff));
}
private static ShaderIrOperGpr Gpr8(this long OpCode)
private static ShaderIrOperGpr Gpr8(this long opCode)
{
return new ShaderIrOperGpr(OpCode.Read(8, 0xff));
return new ShaderIrOperGpr(opCode.Read(8, 0xff));
}
private static ShaderIrOperGpr Gpr20(this long OpCode)
private static ShaderIrOperGpr Gpr20(this long opCode)
{
return new ShaderIrOperGpr(OpCode.Read(20, 0xff));
return new ShaderIrOperGpr(opCode.Read(20, 0xff));
}
private static ShaderIrOperGpr Gpr39(this long OpCode)
private static ShaderIrOperGpr Gpr39(this long opCode)
{
return new ShaderIrOperGpr(OpCode.Read(39, 0xff));
return new ShaderIrOperGpr(opCode.Read(39, 0xff));
}
private static ShaderIrOperGpr Gpr0(this long OpCode)
private static ShaderIrOperGpr Gpr0(this long opCode)
{
return new ShaderIrOperGpr(OpCode.Read(0, 0xff));
return new ShaderIrOperGpr(opCode.Read(0, 0xff));
}
private static ShaderIrOperGpr Gpr28(this long OpCode)
private static ShaderIrOperGpr Gpr28(this long opCode)
{
return new ShaderIrOperGpr(OpCode.Read(28, 0xff));
return new ShaderIrOperGpr(opCode.Read(28, 0xff));
}
private static ShaderIrOperGpr[] GprHalfVec8(this long OpCode)
private static ShaderIrOperGpr[] GprHalfVec8(this long opCode)
{
return GetGprHalfVec2(OpCode.Read(8, 0xff), OpCode.Read(47, 3));
return GetGprHalfVec2(opCode.Read(8, 0xff), opCode.Read(47, 3));
}
private static ShaderIrOperGpr[] GprHalfVec20(this long OpCode)
private static ShaderIrOperGpr[] GprHalfVec20(this long opCode)
{
return GetGprHalfVec2(OpCode.Read(20, 0xff), OpCode.Read(28, 3));
return GetGprHalfVec2(opCode.Read(20, 0xff), opCode.Read(28, 3));
}
private static ShaderIrOperGpr[] GetGprHalfVec2(int Gpr, int Mask)
private static ShaderIrOperGpr[] GetGprHalfVec2(int gpr, int mask)
{
if (Mask == 1)
if (mask == 1)
{
//This value is used for FP32, the whole 32-bits register
//is used as each element on the vector.
return new ShaderIrOperGpr[]
{
new ShaderIrOperGpr(Gpr),
new ShaderIrOperGpr(Gpr)
new ShaderIrOperGpr(gpr),
new ShaderIrOperGpr(gpr)
};
}
ShaderIrOperGpr Low = new ShaderIrOperGpr(Gpr, 0);
ShaderIrOperGpr High = new ShaderIrOperGpr(Gpr, 1);
ShaderIrOperGpr low = new ShaderIrOperGpr(gpr, 0);
ShaderIrOperGpr high = new ShaderIrOperGpr(gpr, 1);
return new ShaderIrOperGpr[]
{
(Mask & 1) != 0 ? High : Low,
(Mask & 2) != 0 ? High : Low
(mask & 1) != 0 ? high : low,
(mask & 2) != 0 ? high : low
};
}
private static ShaderIrOperGpr GprHalf0(this long OpCode, int HalfPart)
private static ShaderIrOperGpr GprHalf0(this long opCode, int halfPart)
{
return new ShaderIrOperGpr(OpCode.Read(0, 0xff), HalfPart);
return new ShaderIrOperGpr(opCode.Read(0, 0xff), halfPart);
}
private static ShaderIrOperGpr GprHalf28(this long OpCode, int HalfPart)
private static ShaderIrOperGpr GprHalf28(this long opCode, int halfPart)
{
return new ShaderIrOperGpr(OpCode.Read(28, 0xff), HalfPart);
return new ShaderIrOperGpr(opCode.Read(28, 0xff), halfPart);
}
private static ShaderIrOperImm Imm5_39(this long OpCode)
private static ShaderIrOperImm Imm5_39(this long opCode)
{
return new ShaderIrOperImm(OpCode.Read(39, 0x1f));
return new ShaderIrOperImm(opCode.Read(39, 0x1f));
}
private static ShaderIrOperImm Imm13_36(this long OpCode)
private static ShaderIrOperImm Imm13_36(this long opCode)
{
return new ShaderIrOperImm(OpCode.Read(36, 0x1fff));
return new ShaderIrOperImm(opCode.Read(36, 0x1fff));
}
private static ShaderIrOperImm Imm32_20(this long OpCode)
private static ShaderIrOperImm Imm32_20(this long opCode)
{
return new ShaderIrOperImm((int)(OpCode >> 20));
return new ShaderIrOperImm((int)(opCode >> 20));
}
private static ShaderIrOperImmf Immf32_20(this long OpCode)
private static ShaderIrOperImmf Immf32_20(this long opCode)
{
return new ShaderIrOperImmf(BitConverter.Int32BitsToSingle((int)(OpCode >> 20)));
return new ShaderIrOperImmf(BitConverter.Int32BitsToSingle((int)(opCode >> 20)));
}
private static ShaderIrOperImm ImmU16_20(this long OpCode)
private static ShaderIrOperImm ImmU16_20(this long opCode)
{
return new ShaderIrOperImm(OpCode.Read(20, 0xffff));
return new ShaderIrOperImm(opCode.Read(20, 0xffff));
}
private static ShaderIrOperImm Imm19_20(this long OpCode)
private static ShaderIrOperImm Imm19_20(this long opCode)
{
int Value = OpCode.Read(20, 0x7ffff);
int value = opCode.Read(20, 0x7ffff);
bool Neg = OpCode.Read(56);
bool neg = opCode.Read(56);
if (Neg)
if (neg)
{
Value = -Value;
value = -value;
}
return new ShaderIrOperImm(Value);
return new ShaderIrOperImm(value);
}
private static ShaderIrOperImmf Immf19_20(this long OpCode)
private static ShaderIrOperImmf Immf19_20(this long opCode)
{
uint Imm = (uint)(OpCode >> 20) & 0x7ffff;
uint imm = (uint)(opCode >> 20) & 0x7ffff;
bool Neg = OpCode.Read(56);
bool neg = opCode.Read(56);
Imm <<= 12;
imm <<= 12;
if (Neg)
if (neg)
{
Imm |= 0x80000000;
imm |= 0x80000000;
}
float Value = BitConverter.Int32BitsToSingle((int)Imm);
float value = BitConverter.Int32BitsToSingle((int)imm);
return new ShaderIrOperImmf(Value);
return new ShaderIrOperImmf(value);
}
private static ShaderIrOperPred Pred0(this long OpCode)
private static ShaderIrOperPred Pred0(this long opCode)
{
return new ShaderIrOperPred(OpCode.Read(0, 7));
return new ShaderIrOperPred(opCode.Read(0, 7));
}
private static ShaderIrOperPred Pred3(this long OpCode)
private static ShaderIrOperPred Pred3(this long opCode)
{
return new ShaderIrOperPred(OpCode.Read(3, 7));
return new ShaderIrOperPred(opCode.Read(3, 7));
}
private static ShaderIrOperPred Pred12(this long OpCode)
private static ShaderIrOperPred Pred12(this long opCode)
{
return new ShaderIrOperPred(OpCode.Read(12, 7));
return new ShaderIrOperPred(opCode.Read(12, 7));
}
private static ShaderIrOperPred Pred29(this long OpCode)
private static ShaderIrOperPred Pred29(this long opCode)
{
return new ShaderIrOperPred(OpCode.Read(29, 7));
return new ShaderIrOperPred(opCode.Read(29, 7));
}
private static ShaderIrNode Pred39N(this long OpCode)
private static ShaderIrNode Pred39N(this long opCode)
{
ShaderIrNode Node = OpCode.Pred39();
ShaderIrNode node = opCode.Pred39();
if (OpCode.Read(42))
if (opCode.Read(42))
{
Node = new ShaderIrOp(ShaderIrInst.Bnot, Node);
node = new ShaderIrOp(ShaderIrInst.Bnot, node);
}
return Node;
return node;
}
private static ShaderIrOperPred Pred39(this long OpCode)
private static ShaderIrOperPred Pred39(this long opCode)
{
return new ShaderIrOperPred(OpCode.Read(39, 7));
return new ShaderIrOperPred(opCode.Read(39, 7));
}
private static ShaderIrOperPred Pred48(this long OpCode)
private static ShaderIrOperPred Pred48(this long opCode)
{
return new ShaderIrOperPred(OpCode.Read(48, 7));
return new ShaderIrOperPred(opCode.Read(48, 7));
}
private static ShaderIrInst Cmp(this long OpCode)
private static ShaderIrInst Cmp(this long opCode)
{
switch (OpCode.Read(49, 7))
switch (opCode.Read(49, 7))
{
case 1: return ShaderIrInst.Clt;
case 2: return ShaderIrInst.Ceq;
@ -234,12 +234,12 @@ namespace Ryujinx.Graphics.Gal.Shader
case 6: return ShaderIrInst.Cge;
}
throw new ArgumentException(nameof(OpCode));
throw new ArgumentException(nameof(opCode));
}
private static ShaderIrInst CmpF(this long OpCode)
private static ShaderIrInst CmpF(this long opCode)
{
switch (OpCode.Read(48, 0xf))
switch (opCode.Read(48, 0xf))
{
case 0x1: return ShaderIrInst.Fclt;
case 0x2: return ShaderIrInst.Fceq;
@ -257,57 +257,57 @@ namespace Ryujinx.Graphics.Gal.Shader
case 0xe: return ShaderIrInst.Fcgeu;
}
throw new ArgumentException(nameof(OpCode));
throw new ArgumentException(nameof(opCode));
}
private static ShaderIrInst BLop45(this long OpCode)
private static ShaderIrInst BLop45(this long opCode)
{
switch (OpCode.Read(45, 3))
switch (opCode.Read(45, 3))
{
case 0: return ShaderIrInst.Band;
case 1: return ShaderIrInst.Bor;
case 2: return ShaderIrInst.Bxor;
}
throw new ArgumentException(nameof(OpCode));
throw new ArgumentException(nameof(opCode));
}
private static ShaderIrInst BLop24(this long OpCode)
private static ShaderIrInst BLop24(this long opCode)
{
switch (OpCode.Read(24, 3))
switch (opCode.Read(24, 3))
{
case 0: return ShaderIrInst.Band;
case 1: return ShaderIrInst.Bor;
case 2: return ShaderIrInst.Bxor;
}
throw new ArgumentException(nameof(OpCode));
throw new ArgumentException(nameof(opCode));
}
private static ShaderIrNode PredNode(this long OpCode, ShaderIrNode Node)
private static ShaderIrNode PredNode(this long opCode, ShaderIrNode node)
{
ShaderIrOperPred Pred = OpCode.PredNode();
ShaderIrOperPred pred = opCode.PredNode();
if (Pred.Index != ShaderIrOperPred.UnusedIndex)
if (pred.Index != ShaderIrOperPred.UnusedIndex)
{
bool Inv = OpCode.Read(19);
bool inv = opCode.Read(19);
Node = new ShaderIrCond(Pred, Node, Inv);
node = new ShaderIrCond(pred, node, inv);
}
return Node;
return node;
}
private static ShaderIrOperPred PredNode(this long OpCode)
private static ShaderIrOperPred PredNode(this long opCode)
{
int Pred = OpCode.Read(16, 0xf);
int pred = opCode.Read(16, 0xf);
if (Pred != 0xf)
if (pred != 0xf)
{
Pred &= 7;
pred &= 7;
}
return new ShaderIrOperPred(Pred);
return new ShaderIrOperPred(pred);
}
}
}

View file

@ -2,23 +2,23 @@
{
static partial class ShaderDecode
{
public static void Out_R(ShaderIrBlock Block, long OpCode, int Position)
public static void Out_R(ShaderIrBlock block, long opCode, int position)
{
//TODO: Those registers have to be used for something
ShaderIrOperGpr Gpr0 = OpCode.Gpr0();
ShaderIrOperGpr Gpr8 = OpCode.Gpr8();
ShaderIrOperGpr Gpr20 = OpCode.Gpr20();
ShaderIrOperGpr gpr0 = opCode.Gpr0();
ShaderIrOperGpr gpr8 = opCode.Gpr8();
ShaderIrOperGpr gpr20 = opCode.Gpr20();
int Type = OpCode.Read(39, 3);
int type = opCode.Read(39, 3);
if ((Type & 1) != 0)
if ((type & 1) != 0)
{
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Emit)));
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Emit)));
}
if ((Type & 2) != 0)
if ((type & 2) != 0)
{
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Cut)));
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Cut)));
}
}
}

View file

@ -8,74 +8,74 @@ namespace Ryujinx.Graphics.Gal.Shader
private const bool AddDbgComments = true;
public static ShaderIrBlock[] Decode(IGalMemory Memory, long Start)
public static ShaderIrBlock[] Decode(IGalMemory memory, long start)
{
Dictionary<int, ShaderIrBlock> Visited = new Dictionary<int, ShaderIrBlock>();
Dictionary<int, ShaderIrBlock> VisitedEnd = new Dictionary<int, ShaderIrBlock>();
Dictionary<int, ShaderIrBlock> visited = new Dictionary<int, ShaderIrBlock>();
Dictionary<int, ShaderIrBlock> visitedEnd = new Dictionary<int, ShaderIrBlock>();
Queue<ShaderIrBlock> Blocks = new Queue<ShaderIrBlock>();
Queue<ShaderIrBlock> blocks = new Queue<ShaderIrBlock>();
long Beginning = Start + HeaderSize;
long beginning = start + HeaderSize;
ShaderIrBlock Enqueue(int Position, ShaderIrBlock Source = null)
ShaderIrBlock Enqueue(int position, ShaderIrBlock source = null)
{
if (!Visited.TryGetValue(Position, out ShaderIrBlock Output))
if (!visited.TryGetValue(position, out ShaderIrBlock output))
{
Output = new ShaderIrBlock(Position);
output = new ShaderIrBlock(position);
Blocks.Enqueue(Output);
blocks.Enqueue(output);
Visited.Add(Position, Output);
visited.Add(position, output);
}
if (Source != null)
if (source != null)
{
Output.Sources.Add(Source);
output.Sources.Add(source);
}
return Output;
return output;
}
ShaderIrBlock Entry = Enqueue(0);
ShaderIrBlock entry = Enqueue(0);
while (Blocks.Count > 0)
while (blocks.Count > 0)
{
ShaderIrBlock Current = Blocks.Dequeue();
ShaderIrBlock current = blocks.Dequeue();
FillBlock(Memory, Current, Beginning);
FillBlock(memory, current, beginning);
//Set child blocks. "Branch" is the block the branch instruction
//points to (when taken), "Next" is the block at the next address,
//executed when the branch is not taken. For Unconditional Branches
//or end of shader, Next is null.
if (Current.Nodes.Count > 0)
if (current.Nodes.Count > 0)
{
ShaderIrNode LastNode = Current.GetLastNode();
ShaderIrNode lastNode = current.GetLastNode();
ShaderIrOp InnerOp = GetInnermostOp(LastNode);
ShaderIrOp innerOp = GetInnermostOp(lastNode);
if (InnerOp?.Inst == ShaderIrInst.Bra)
if (innerOp?.Inst == ShaderIrInst.Bra)
{
int Target = ((ShaderIrOperImm)InnerOp.OperandA).Value;
int target = ((ShaderIrOperImm)innerOp.OperandA).Value;
Current.Branch = Enqueue(Target, Current);
current.Branch = Enqueue(target, current);
}
foreach (ShaderIrNode Node in Current.Nodes)
foreach (ShaderIrNode node in current.Nodes)
{
InnerOp = GetInnermostOp(Node);
innerOp = GetInnermostOp(node);
if (InnerOp is ShaderIrOp CurrOp && CurrOp.Inst == ShaderIrInst.Ssy)
if (innerOp is ShaderIrOp currOp && currOp.Inst == ShaderIrInst.Ssy)
{
int Target = ((ShaderIrOperImm)CurrOp.OperandA).Value;
int target = ((ShaderIrOperImm)currOp.OperandA).Value;
Enqueue(Target, Current);
Enqueue(target, current);
}
}
if (NodeHasNext(LastNode))
if (NodeHasNext(lastNode))
{
Current.Next = Enqueue(Current.EndPosition);
current.Next = Enqueue(current.EndPosition);
}
}
@ -83,136 +83,136 @@ namespace Ryujinx.Graphics.Gal.Shader
//then we need to split the bigger block and have two small blocks,
//the end position of the bigger "Current" block should then be == to
//the position of the "Smaller" block.
while (VisitedEnd.TryGetValue(Current.EndPosition, out ShaderIrBlock Smaller))
while (visitedEnd.TryGetValue(current.EndPosition, out ShaderIrBlock smaller))
{
if (Current.Position > Smaller.Position)
if (current.Position > smaller.Position)
{
ShaderIrBlock Temp = Smaller;
ShaderIrBlock temp = smaller;
Smaller = Current;
Current = Temp;
smaller = current;
current = temp;
}
Current.EndPosition = Smaller.Position;
Current.Next = Smaller;
Current.Branch = null;
current.EndPosition = smaller.Position;
current.Next = smaller;
current.Branch = null;
Current.Nodes.RemoveRange(
Current.Nodes.Count - Smaller.Nodes.Count,
Smaller.Nodes.Count);
current.Nodes.RemoveRange(
current.Nodes.Count - smaller.Nodes.Count,
smaller.Nodes.Count);
VisitedEnd[Smaller.EndPosition] = Smaller;
visitedEnd[smaller.EndPosition] = smaller;
}
VisitedEnd.Add(Current.EndPosition, Current);
visitedEnd.Add(current.EndPosition, current);
}
//Make and sort Graph blocks array by position.
ShaderIrBlock[] Graph = new ShaderIrBlock[Visited.Count];
ShaderIrBlock[] graph = new ShaderIrBlock[visited.Count];
while (Visited.Count > 0)
while (visited.Count > 0)
{
uint FirstPos = uint.MaxValue;
uint firstPos = uint.MaxValue;
foreach (ShaderIrBlock Block in Visited.Values)
foreach (ShaderIrBlock block in visited.Values)
{
if (FirstPos > (uint)Block.Position)
FirstPos = (uint)Block.Position;
if (firstPos > (uint)block.Position)
firstPos = (uint)block.Position;
}
ShaderIrBlock Current = Visited[(int)FirstPos];
ShaderIrBlock current = visited[(int)firstPos];
do
{
Graph[Graph.Length - Visited.Count] = Current;
graph[graph.Length - visited.Count] = current;
Visited.Remove(Current.Position);
visited.Remove(current.Position);
Current = Current.Next;
current = current.Next;
}
while (Current != null);
while (current != null);
}
return Graph;
return graph;
}
private static void FillBlock(IGalMemory Memory, ShaderIrBlock Block, long Beginning)
private static void FillBlock(IGalMemory memory, ShaderIrBlock block, long beginning)
{
int Position = Block.Position;
int position = block.Position;
do
{
//Ignore scheduling instructions, which are written every 32 bytes.
if ((Position & 0x1f) == 0)
if ((position & 0x1f) == 0)
{
Position += 8;
position += 8;
continue;
}
uint Word0 = (uint)Memory.ReadInt32(Position + Beginning + 0);
uint Word1 = (uint)Memory.ReadInt32(Position + Beginning + 4);
uint word0 = (uint)memory.ReadInt32(position + beginning + 0);
uint word1 = (uint)memory.ReadInt32(position + beginning + 4);
Position += 8;
position += 8;
long OpCode = Word0 | (long)Word1 << 32;
long opCode = word0 | (long)word1 << 32;
ShaderDecodeFunc Decode = ShaderOpCodeTable.GetDecoder(OpCode);
ShaderDecodeFunc decode = ShaderOpCodeTable.GetDecoder(opCode);
if (AddDbgComments)
{
string DbgOpCode = $"0x{(Position - 8):x16}: 0x{OpCode:x16} ";
string dbgOpCode = $"0x{(position - 8):x16}: 0x{opCode:x16} ";
DbgOpCode += (Decode?.Method.Name ?? "???");
dbgOpCode += (decode?.Method.Name ?? "???");
if (Decode == ShaderDecode.Bra || Decode == ShaderDecode.Ssy)
if (decode == ShaderDecode.Bra || decode == ShaderDecode.Ssy)
{
int Offset = ((int)(OpCode >> 20) << 8) >> 8;
int offset = ((int)(opCode >> 20) << 8) >> 8;
long Target = Position + Offset;
long target = position + offset;
DbgOpCode += " (0x" + Target.ToString("x16") + ")";
dbgOpCode += " (0x" + target.ToString("x16") + ")";
}
Block.AddNode(new ShaderIrCmnt(DbgOpCode));
block.AddNode(new ShaderIrCmnt(dbgOpCode));
}
if (Decode == null)
if (decode == null)
{
continue;
}
Decode(Block, OpCode, Position);
decode(block, opCode, position);
}
while (!IsFlowChange(Block.GetLastNode()));
while (!IsFlowChange(block.GetLastNode()));
Block.EndPosition = Position;
block.EndPosition = position;
}
private static bool IsFlowChange(ShaderIrNode Node)
private static bool IsFlowChange(ShaderIrNode node)
{
return !NodeHasNext(GetInnermostOp(Node));
return !NodeHasNext(GetInnermostOp(node));
}
private static ShaderIrOp GetInnermostOp(ShaderIrNode Node)
private static ShaderIrOp GetInnermostOp(ShaderIrNode node)
{
if (Node is ShaderIrCond Cond)
if (node is ShaderIrCond cond)
{
Node = Cond.Child;
node = cond.Child;
}
return Node is ShaderIrOp Op ? Op : null;
return node is ShaderIrOp op ? op : null;
}
private static bool NodeHasNext(ShaderIrNode Node)
private static bool NodeHasNext(ShaderIrNode node)
{
if (!(Node is ShaderIrOp Op))
if (!(node is ShaderIrOp op))
{
return true;
}
return Op.Inst != ShaderIrInst.Exit &&
Op.Inst != ShaderIrInst.Bra;
return op.Inst != ShaderIrInst.Exit &&
op.Inst != ShaderIrInst.Bra;
}
}
}

View file

@ -11,9 +11,9 @@ namespace Ryujinx.Graphics.Gal.Shader
public bool Enabled => Red || Green || Blue || Alpha;
public bool ComponentEnabled(int Component)
public bool ComponentEnabled(int component)
{
switch (Component)
switch (component)
{
case 0: return Red;
case 1: return Green;
@ -21,7 +21,7 @@ namespace Ryujinx.Graphics.Gal.Shader
case 3: return Alpha;
}
throw new ArgumentException(nameof(Component));
throw new ArgumentException(nameof(component));
}
}
@ -59,88 +59,88 @@ namespace Ryujinx.Graphics.Gal.Shader
public bool OmapSampleMask { get; private set; }
public bool OmapDepth { get; private set; }
public ShaderHeader(IGalMemory Memory, long Position)
public ShaderHeader(IGalMemory memory, long position)
{
uint CommonWord0 = (uint)Memory.ReadInt32(Position + 0);
uint CommonWord1 = (uint)Memory.ReadInt32(Position + 4);
uint CommonWord2 = (uint)Memory.ReadInt32(Position + 8);
uint CommonWord3 = (uint)Memory.ReadInt32(Position + 12);
uint CommonWord4 = (uint)Memory.ReadInt32(Position + 16);
uint commonWord0 = (uint)memory.ReadInt32(position + 0);
uint commonWord1 = (uint)memory.ReadInt32(position + 4);
uint commonWord2 = (uint)memory.ReadInt32(position + 8);
uint commonWord3 = (uint)memory.ReadInt32(position + 12);
uint commonWord4 = (uint)memory.ReadInt32(position + 16);
SphType = ReadBits(CommonWord0, 0, 5);
Version = ReadBits(CommonWord0, 5, 5);
ShaderType = ReadBits(CommonWord0, 10, 4);
MrtEnable = ReadBits(CommonWord0, 14, 1) != 0;
KillsPixels = ReadBits(CommonWord0, 15, 1) != 0;
DoesGlobalStore = ReadBits(CommonWord0, 16, 1) != 0;
SassVersion = ReadBits(CommonWord0, 17, 4);
DoesLoadOrStore = ReadBits(CommonWord0, 26, 1) != 0;
DoesFp64 = ReadBits(CommonWord0, 27, 1) != 0;
StreamOutMask = ReadBits(CommonWord0, 28, 4);
SphType = ReadBits(commonWord0, 0, 5);
Version = ReadBits(commonWord0, 5, 5);
ShaderType = ReadBits(commonWord0, 10, 4);
MrtEnable = ReadBits(commonWord0, 14, 1) != 0;
KillsPixels = ReadBits(commonWord0, 15, 1) != 0;
DoesGlobalStore = ReadBits(commonWord0, 16, 1) != 0;
SassVersion = ReadBits(commonWord0, 17, 4);
DoesLoadOrStore = ReadBits(commonWord0, 26, 1) != 0;
DoesFp64 = ReadBits(commonWord0, 27, 1) != 0;
StreamOutMask = ReadBits(commonWord0, 28, 4);
ShaderLocalMemoryLowSize = ReadBits(CommonWord1, 0, 24);
PerPatchAttributeCount = ReadBits(CommonWord1, 24, 8);
ShaderLocalMemoryLowSize = ReadBits(commonWord1, 0, 24);
PerPatchAttributeCount = ReadBits(commonWord1, 24, 8);
ShaderLocalMemoryHighSize = ReadBits(CommonWord2, 0, 24);
ThreadsPerInputPrimitive = ReadBits(CommonWord2, 24, 8);
ShaderLocalMemoryHighSize = ReadBits(commonWord2, 0, 24);
ThreadsPerInputPrimitive = ReadBits(commonWord2, 24, 8);
ShaderLocalMemoryCrsSize = ReadBits(CommonWord3, 0, 24);
OutputTopology = ReadBits(CommonWord3, 24, 4);
ShaderLocalMemoryCrsSize = ReadBits(commonWord3, 0, 24);
OutputTopology = ReadBits(commonWord3, 24, 4);
MaxOutputVertexCount = ReadBits(CommonWord4, 0, 12);
StoreReqStart = ReadBits(CommonWord4, 12, 8);
StoreReqEnd = ReadBits(CommonWord4, 24, 8);
MaxOutputVertexCount = ReadBits(commonWord4, 0, 12);
StoreReqStart = ReadBits(commonWord4, 12, 8);
StoreReqEnd = ReadBits(commonWord4, 24, 8);
//Type 2 (fragment?) reading
uint Type2OmapTarget = (uint)Memory.ReadInt32(Position + 72);
uint Type2Omap = (uint)Memory.ReadInt32(Position + 76);
uint type2OmapTarget = (uint)memory.ReadInt32(position + 72);
uint type2Omap = (uint)memory.ReadInt32(position + 76);
OmapTargets = new OmapTarget[8];
for (int i = 0; i < OmapTargets.Length; i++)
{
int Offset = i * 4;
int offset = i * 4;
OmapTargets[i] = new OmapTarget
{
Red = ReadBits(Type2OmapTarget, Offset + 0, 1) != 0,
Green = ReadBits(Type2OmapTarget, Offset + 1, 1) != 0,
Blue = ReadBits(Type2OmapTarget, Offset + 2, 1) != 0,
Alpha = ReadBits(Type2OmapTarget, Offset + 3, 1) != 0
Red = ReadBits(type2OmapTarget, offset + 0, 1) != 0,
Green = ReadBits(type2OmapTarget, offset + 1, 1) != 0,
Blue = ReadBits(type2OmapTarget, offset + 2, 1) != 0,
Alpha = ReadBits(type2OmapTarget, offset + 3, 1) != 0
};
}
OmapSampleMask = ReadBits(Type2Omap, 0, 1) != 0;
OmapDepth = ReadBits(Type2Omap, 1, 1) != 0;
OmapSampleMask = ReadBits(type2Omap, 0, 1) != 0;
OmapDepth = ReadBits(type2Omap, 1, 1) != 0;
}
public int DepthRegister
{
get
{
int Count = 0;
int count = 0;
for (int Index = 0; Index < OmapTargets.Length; Index++)
for (int index = 0; index < OmapTargets.Length; index++)
{
for (int Component = 0; Component < 4; Component++)
for (int component = 0; component < 4; component++)
{
if (OmapTargets[Index].ComponentEnabled(Component))
if (OmapTargets[index].ComponentEnabled(component))
{
Count++;
count++;
}
}
}
// Depth register is always two registers after the last color output
return Count + 1;
return count + 1;
}
}
private static int ReadBits(uint Word, int Offset, int BitWidth)
private static int ReadBits(uint word, int offset, int bitWidth)
{
uint Mask = (1u << BitWidth) - 1u;
uint mask = (1u << bitWidth) - 1u;
return (int)((Word >> Offset) & Mask);
return (int)((word >> offset) & mask);
}
}
}

View file

@ -5,10 +5,10 @@ namespace Ryujinx.Graphics.Gal.Shader
public ShaderIrNode Dst { get; set; }
public ShaderIrNode Src { get; set; }
public ShaderIrAsg(ShaderIrNode Dst, ShaderIrNode Src)
public ShaderIrAsg(ShaderIrNode dst, ShaderIrNode src)
{
this.Dst = Dst;
this.Src = Src;
this.Dst = dst;
this.Src = src;
}
}
}

View file

@ -14,18 +14,18 @@ namespace Ryujinx.Graphics.Gal.Shader
public List<ShaderIrNode> Nodes { get; private set; }
public ShaderIrBlock(int Position)
public ShaderIrBlock(int position)
{
this.Position = Position;
this.Position = position;
Sources = new List<ShaderIrBlock>();
Nodes = new List<ShaderIrNode>();
}
public void AddNode(ShaderIrNode Node)
public void AddNode(ShaderIrNode node)
{
Nodes.Add(Node);
Nodes.Add(node);
}
public ShaderIrNode[] GetNodes()

View file

@ -4,9 +4,9 @@ namespace Ryujinx.Graphics.Gal.Shader
{
public string Comment { get; private set; }
public ShaderIrCmnt(string Comment)
public ShaderIrCmnt(string comment)
{
this.Comment = Comment;
this.Comment = comment;
}
}
}

View file

@ -7,11 +7,11 @@ namespace Ryujinx.Graphics.Gal.Shader
public bool Not { get; private set; }
public ShaderIrCond(ShaderIrNode Pred, ShaderIrNode Child, bool Not)
public ShaderIrCond(ShaderIrNode pred, ShaderIrNode child, bool not)
{
this.Pred = Pred;
this.Child = Child;
this.Not = Not;
this.Pred = pred;
this.Child = child;
this.Not = not;
}
}
}

View file

@ -4,9 +4,9 @@
{
public ShaderIpaMode Mode { get; private set; }
public ShaderIrMetaIpa(ShaderIpaMode Mode)
public ShaderIrMetaIpa(ShaderIpaMode mode)
{
this.Mode = Mode;
this.Mode = mode;
}
}
}

View file

@ -13,12 +13,12 @@ namespace Ryujinx.Graphics.Gal.Shader
public ShaderIrOperGpr DepthCompare;
public int Component; // for TLD4(S)
public ShaderIrMetaTex(int Elem, GalTextureTarget TextureTarget, TextureInstructionSuffix TextureInstructionSuffix, params ShaderIrNode[] Coordinates)
public ShaderIrMetaTex(int elem, GalTextureTarget textureTarget, TextureInstructionSuffix textureInstructionSuffix, params ShaderIrNode[] coordinates)
{
this.Elem = Elem;
this.TextureTarget = TextureTarget;
this.TextureInstructionSuffix = TextureInstructionSuffix;
this.Coordinates = Coordinates;
this.Elem = elem;
this.TextureTarget = textureTarget;
this.TextureInstructionSuffix = textureInstructionSuffix;
this.Coordinates = coordinates;
}
}
}

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@ -6,10 +6,10 @@ namespace Ryujinx.Graphics.Gal.Shader
public int Elem { get; private set; }
public ShaderIrMetaTexq(ShaderTexqInfo Info, int Elem)
public ShaderIrMetaTexq(ShaderTexqInfo info, int elem)
{
this.Info = Info;
this.Elem = Elem;
this.Info = info;
this.Elem = elem;
}
}
}

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@ -9,17 +9,17 @@ namespace Ryujinx.Graphics.Gal.Shader
public ShaderIrMeta MetaData { get; set; }
public ShaderIrOp(
ShaderIrInst Inst,
ShaderIrNode OperandA = null,
ShaderIrNode OperandB = null,
ShaderIrNode OperandC = null,
ShaderIrMeta MetaData = null)
ShaderIrInst inst,
ShaderIrNode operandA = null,
ShaderIrNode operandB = null,
ShaderIrNode operandC = null,
ShaderIrMeta metaData = null)
{
this.Inst = Inst;
this.OperandA = OperandA;
this.OperandB = OperandB;
this.OperandC = OperandC;
this.MetaData = MetaData;
this.Inst = inst;
this.OperandA = operandA;
this.OperandB = operandB;
this.OperandC = operandC;
this.MetaData = metaData;
}
}
}

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@ -6,10 +6,10 @@ namespace Ryujinx.Graphics.Gal.Shader
public ShaderIrNode Vertex { get; private set; }
public ShaderIrOperAbuf(int Offs, ShaderIrNode Vertex)
public ShaderIrOperAbuf(int offs, ShaderIrNode vertex)
{
this.Offs = Offs;
this.Vertex = Vertex;
this.Offs = offs;
this.Vertex = vertex;
}
}
}

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@ -7,11 +7,11 @@ namespace Ryujinx.Graphics.Gal.Shader
public ShaderIrNode Offs { get; private set; }
public ShaderIrOperCbuf(int Index, int Pos, ShaderIrNode Offs = null)
public ShaderIrOperCbuf(int index, int pos, ShaderIrNode offs = null)
{
this.Index = Index;
this.Pos = Pos;
this.Offs = Offs;
this.Index = index;
this.Pos = pos;
this.Offs = offs;
}
}
}

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@ -2,35 +2,35 @@ namespace Ryujinx.Graphics.Gal.Shader
{
class ShaderIrOperGpr : ShaderIrNode
{
public const int ZRIndex = 0xff;
public const int ZrIndex = 0xff;
public bool IsConst => Index == ZRIndex;
public bool IsConst => Index == ZrIndex;
public bool IsValidRegister => (uint)Index <= ZRIndex;
public bool IsValidRegister => (uint)Index <= ZrIndex;
public int Index { get; set; }
public int HalfPart { get; set; }
public ShaderRegisterSize RegisterSize { get; private set; }
public ShaderIrOperGpr(int Index)
public ShaderIrOperGpr(int index)
{
this.Index = Index;
this.Index = index;
RegisterSize = ShaderRegisterSize.Single;
}
public ShaderIrOperGpr(int Index, int HalfPart)
public ShaderIrOperGpr(int index, int halfPart)
{
this.Index = Index;
this.HalfPart = HalfPart;
this.Index = index;
this.HalfPart = halfPart;
RegisterSize = ShaderRegisterSize.Half;
}
public static ShaderIrOperGpr MakeTemporary(int Index = 0)
public static ShaderIrOperGpr MakeTemporary(int index = 0)
{
return new ShaderIrOperGpr(0x100 + Index);
return new ShaderIrOperGpr(0x100 + index);
}
}
}

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@ -4,9 +4,9 @@ namespace Ryujinx.Graphics.Gal.Shader
{
public int Value { get; private set; }
public ShaderIrOperImm(int Value)
public ShaderIrOperImm(int value)
{
this.Value = Value;
this.Value = value;
}
}
}

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@ -4,9 +4,9 @@ namespace Ryujinx.Graphics.Gal.Shader
{
public float Value { get; private set; }
public ShaderIrOperImmf(float Value)
public ShaderIrOperImmf(float value)
{
this.Value = Value;
this.Value = value;
}
}
}

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@ -9,9 +9,9 @@ namespace Ryujinx.Graphics.Gal.Shader
public int Index { get; set; }
public ShaderIrOperPred(int Index)
public ShaderIrOperPred(int index)
{
this.Index = Index;
this.Index = index;
}
}
}

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@ -12,18 +12,18 @@ namespace Ryujinx.Graphics.Gal.Shader
public int XBits;
public ShaderDecodeEntry(ShaderDecodeFunc Func, int XBits)
public ShaderDecodeEntry(ShaderDecodeFunc func, int xBits)
{
this.Func = Func;
this.XBits = XBits;
this.Func = func;
this.XBits = xBits;
}
}
private static ShaderDecodeEntry[] OpCodes;
private static ShaderDecodeEntry[] _opCodes;
static ShaderOpCodeTable()
{
OpCodes = new ShaderDecodeEntry[1 << EncodingBits];
_opCodes = new ShaderDecodeEntry[1 << EncodingBits];
#region Instructions
Set("0100110000000x", ShaderDecode.Bfe_C);
@ -123,7 +123,7 @@ namespace Ryujinx.Graphics.Gal.Shader
Set("1101x00xxxxxxx", ShaderDecode.Texs);
Set("1101101xxxxxxx", ShaderDecode.Tlds);
Set("110010xxxx111x", ShaderDecode.Tld4);
Set("1101111100xxxx", ShaderDecode.Tld4s);
Set("1101111100xxxx", ShaderDecode.Tld4S);
Set("01011111xxxxxx", ShaderDecode.Vmad);
Set("0100111xxxxxxx", ShaderDecode.Xmad_CR);
Set("0011011x00xxxx", ShaderDecode.Xmad_I);
@ -132,59 +132,59 @@ namespace Ryujinx.Graphics.Gal.Shader
#endregion
}
private static void Set(string Encoding, ShaderDecodeFunc Func)
private static void Set(string encoding, ShaderDecodeFunc func)
{
if (Encoding.Length != EncodingBits)
if (encoding.Length != EncodingBits)
{
throw new ArgumentException(nameof(Encoding));
throw new ArgumentException(nameof(encoding));
}
int Bit = Encoding.Length - 1;
int Value = 0;
int XMask = 0;
int XBits = 0;
int bit = encoding.Length - 1;
int value = 0;
int xMask = 0;
int xBits = 0;
int[] XPos = new int[Encoding.Length];
int[] xPos = new int[encoding.Length];
for (int Index = 0; Index < Encoding.Length; Index++, Bit--)
for (int index = 0; index < encoding.Length; index++, bit--)
{
char Chr = Encoding[Index];
char chr = encoding[index];
if (Chr == '1')
if (chr == '1')
{
Value |= 1 << Bit;
value |= 1 << bit;
}
else if (Chr == 'x')
else if (chr == 'x')
{
XMask |= 1 << Bit;
xMask |= 1 << bit;
XPos[XBits++] = Bit;
xPos[xBits++] = bit;
}
}
XMask = ~XMask;
xMask = ~xMask;
ShaderDecodeEntry Entry = new ShaderDecodeEntry(Func, XBits);
ShaderDecodeEntry entry = new ShaderDecodeEntry(func, xBits);
for (int Index = 0; Index < (1 << XBits); Index++)
for (int index = 0; index < (1 << xBits); index++)
{
Value &= XMask;
value &= xMask;
for (int X = 0; X < XBits; X++)
for (int x = 0; x < xBits; x++)
{
Value |= ((Index >> X) & 1) << XPos[X];
value |= ((index >> x) & 1) << xPos[x];
}
if (OpCodes[Value] == null || OpCodes[Value].XBits > XBits)
if (_opCodes[value] == null || _opCodes[value].XBits > xBits)
{
OpCodes[Value] = Entry;
_opCodes[value] = entry;
}
}
}
public static ShaderDecodeFunc GetDecoder(long OpCode)
public static ShaderDecodeFunc GetDecoder(long opCode)
{
return OpCodes[(ulong)OpCode >> (64 - EncodingBits)]?.Func;
return _opCodes[(ulong)opCode >> (64 - EncodingBits)]?.Func;
}
}
}

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@ -2,10 +2,10 @@ namespace Ryujinx.Graphics.Gal.Shader
{
enum ShaderOper
{
CR,
Cr,
Imm,
Immf,
RC,
RR
Rc,
Rr
}
}