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Ryujinx/Ryujinx.Graphics/Gal/Shader/ShaderDecodeAlu.cs
Alex Barney 1f554c1093 Do naming refactoring on Ryujinx.Graphics (#611)
* Renaming part 1

* Renaming part 2

* Renaming part 3

* Renaming part 4

* Renaming part 5

* Renaming part 6

* Renaming part 7

* Renaming part 8

* Renaming part 9

* Renaming part 10

* General cleanup

* Thought I got all of these

* Apply #595

* Additional renaming

* Tweaks from feedback

* Rename files
2019-03-04 12:45:25 +11:00

1299 lines
No EOL
42 KiB
C#

using System;
using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
private enum HalfOutputType
{
PackedFp16,
Fp32,
MergeH0,
MergeH1
}
public static void Bfe_C(ShaderIrBlock block, long opCode, int position)
{
EmitBfe(block, opCode, ShaderOper.Cr);
}
public static void Bfe_I(ShaderIrBlock block, long opCode, int position)
{
EmitBfe(block, opCode, ShaderOper.Imm);
}
public static void Bfe_R(ShaderIrBlock block, long opCode, int position)
{
EmitBfe(block, opCode, ShaderOper.Rr);
}
public static void Fadd_C(ShaderIrBlock block, long opCode, int position)
{
EmitFadd(block, opCode, ShaderOper.Cr);
}
public static void Fadd_I(ShaderIrBlock block, long opCode, int position)
{
EmitFadd(block, opCode, ShaderOper.Immf);
}
public static void Fadd_I32(ShaderIrBlock block, long opCode, int position)
{
ShaderIrNode operA = opCode.Gpr8();
ShaderIrNode operB = opCode.Immf32_20();
bool negB = opCode.Read(53);
bool absA = opCode.Read(54);
bool negA = opCode.Read(56);
bool absB = opCode.Read(57);
operA = GetAluFabsFneg(operA, absA, negA);
operB = GetAluFabsFneg(operB, absB, negB);
ShaderIrOp op = new ShaderIrOp(ShaderIrInst.Fadd, operA, operB);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
public static void Fadd_R(ShaderIrBlock block, long opCode, int position)
{
EmitFadd(block, opCode, ShaderOper.Rr);
}
public static void Ffma_CR(ShaderIrBlock block, long opCode, int position)
{
EmitFfma(block, opCode, ShaderOper.Cr);
}
public static void Ffma_I(ShaderIrBlock block, long opCode, int position)
{
EmitFfma(block, opCode, ShaderOper.Immf);
}
public static void Ffma_RC(ShaderIrBlock block, long opCode, int position)
{
EmitFfma(block, opCode, ShaderOper.Rc);
}
public static void Ffma_RR(ShaderIrBlock block, long opCode, int position)
{
EmitFfma(block, opCode, ShaderOper.Rr);
}
public static void Fmnmx_C(ShaderIrBlock block, long opCode, int position)
{
EmitFmnmx(block, opCode, ShaderOper.Cr);
}
public static void Fmnmx_I(ShaderIrBlock block, long opCode, int position)
{
EmitFmnmx(block, opCode, ShaderOper.Immf);
}
public static void Fmnmx_R(ShaderIrBlock block, long opCode, int position)
{
EmitFmnmx(block, opCode, ShaderOper.Rr);
}
public static void Fmul_I32(ShaderIrBlock block, long opCode, int position)
{
ShaderIrNode operA = opCode.Gpr8();
ShaderIrNode operB = opCode.Immf32_20();
ShaderIrOp op = new ShaderIrOp(ShaderIrInst.Fmul, operA, operB);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
public static void Fmul_C(ShaderIrBlock block, long opCode, int position)
{
EmitFmul(block, opCode, ShaderOper.Cr);
}
public static void Fmul_I(ShaderIrBlock block, long opCode, int position)
{
EmitFmul(block, opCode, ShaderOper.Immf);
}
public static void Fmul_R(ShaderIrBlock block, long opCode, int position)
{
EmitFmul(block, opCode, ShaderOper.Rr);
}
public static void Fset_C(ShaderIrBlock block, long opCode, int position)
{
EmitFset(block, opCode, ShaderOper.Cr);
}
public static void Fset_I(ShaderIrBlock block, long opCode, int position)
{
EmitFset(block, opCode, ShaderOper.Immf);
}
public static void Fset_R(ShaderIrBlock block, long opCode, int position)
{
EmitFset(block, opCode, ShaderOper.Rr);
}
public static void Fsetp_C(ShaderIrBlock block, long opCode, int position)
{
EmitFsetp(block, opCode, ShaderOper.Cr);
}
public static void Fsetp_I(ShaderIrBlock block, long opCode, int position)
{
EmitFsetp(block, opCode, ShaderOper.Immf);
}
public static void Fsetp_R(ShaderIrBlock block, long opCode, int position)
{
EmitFsetp(block, opCode, ShaderOper.Rr);
}
public static void Hadd2_R(ShaderIrBlock block, long opCode, int position)
{
EmitBinaryHalfOp(block, opCode, ShaderIrInst.Fadd);
}
public static void Hmul2_R(ShaderIrBlock block, long opCode, int position)
{
EmitBinaryHalfOp(block, opCode, ShaderIrInst.Fmul);
}
public static void Iadd_C(ShaderIrBlock block, long opCode, int position)
{
EmitIadd(block, opCode, ShaderOper.Cr);
}
public static void Iadd_I(ShaderIrBlock block, long opCode, int position)
{
EmitIadd(block, opCode, ShaderOper.Imm);
}
public static void Iadd_I32(ShaderIrBlock block, long opCode, int position)
{
ShaderIrNode operA = opCode.Gpr8();
ShaderIrNode operB = opCode.Imm32_20();
bool negA = opCode.Read(56);
operA = GetAluIneg(operA, negA);
ShaderIrOp op = new ShaderIrOp(ShaderIrInst.Add, operA, operB);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
public static void Iadd_R(ShaderIrBlock block, long opCode, int position)
{
EmitIadd(block, opCode, ShaderOper.Rr);
}
public static void Iadd3_C(ShaderIrBlock block, long opCode, int position)
{
EmitIadd3(block, opCode, ShaderOper.Cr);
}
public static void Iadd3_I(ShaderIrBlock block, long opCode, int position)
{
EmitIadd3(block, opCode, ShaderOper.Imm);
}
public static void Iadd3_R(ShaderIrBlock block, long opCode, int position)
{
EmitIadd3(block, opCode, ShaderOper.Rr);
}
public static void Imnmx_C(ShaderIrBlock block, long opCode, int position)
{
EmitImnmx(block, opCode, ShaderOper.Cr);
}
public static void Imnmx_I(ShaderIrBlock block, long opCode, int position)
{
EmitImnmx(block, opCode, ShaderOper.Imm);
}
public static void Imnmx_R(ShaderIrBlock block, long opCode, int position)
{
EmitImnmx(block, opCode, ShaderOper.Rr);
}
public static void Ipa(ShaderIrBlock block, long opCode, int position)
{
ShaderIrNode operA = opCode.Abuf28();
ShaderIrNode operB = opCode.Gpr20();
ShaderIpaMode mode = (ShaderIpaMode)(opCode.Read(54, 3));
ShaderIrMetaIpa meta = new ShaderIrMetaIpa(mode);
ShaderIrOp op = new ShaderIrOp(ShaderIrInst.Ipa, operA, operB, null, meta);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
public static void Iscadd_C(ShaderIrBlock block, long opCode, int position)
{
EmitIscadd(block, opCode, ShaderOper.Cr);
}
public static void Iscadd_I(ShaderIrBlock block, long opCode, int position)
{
EmitIscadd(block, opCode, ShaderOper.Imm);
}
public static void Iscadd_R(ShaderIrBlock block, long opCode, int position)
{
EmitIscadd(block, opCode, ShaderOper.Rr);
}
public static void Iset_C(ShaderIrBlock block, long opCode, int position)
{
EmitIset(block, opCode, ShaderOper.Cr);
}
public static void Iset_I(ShaderIrBlock block, long opCode, int position)
{
EmitIset(block, opCode, ShaderOper.Imm);
}
public static void Iset_R(ShaderIrBlock block, long opCode, int position)
{
EmitIset(block, opCode, ShaderOper.Rr);
}
public static void Isetp_C(ShaderIrBlock block, long opCode, int position)
{
EmitIsetp(block, opCode, ShaderOper.Cr);
}
public static void Isetp_I(ShaderIrBlock block, long opCode, int position)
{
EmitIsetp(block, opCode, ShaderOper.Imm);
}
public static void Isetp_R(ShaderIrBlock block, long opCode, int position)
{
EmitIsetp(block, opCode, ShaderOper.Rr);
}
public static void Lop_I32(ShaderIrBlock block, long opCode, int position)
{
int subOp = opCode.Read(53, 3);
bool invA = opCode.Read(55);
bool invB = opCode.Read(56);
ShaderIrInst inst = 0;
switch (subOp)
{
case 0: inst = ShaderIrInst.And; break;
case 1: inst = ShaderIrInst.Or; break;
case 2: inst = ShaderIrInst.Xor; break;
}
ShaderIrNode operB = GetAluNot(opCode.Imm32_20(), invB);
//SubOp == 3 is pass, used by the not instruction
//which just moves the inverted register value.
if (subOp < 3)
{
ShaderIrNode operA = GetAluNot(opCode.Gpr8(), invA);
ShaderIrOp op = new ShaderIrOp(inst, operA, operB);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
else
{
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operB)));
}
}
public static void Lop_C(ShaderIrBlock block, long opCode, int position)
{
EmitLop(block, opCode, ShaderOper.Cr);
}
public static void Lop_I(ShaderIrBlock block, long opCode, int position)
{
EmitLop(block, opCode, ShaderOper.Imm);
}
public static void Lop_R(ShaderIrBlock block, long opCode, int position)
{
EmitLop(block, opCode, ShaderOper.Rr);
}
public static void Mufu(ShaderIrBlock block, long opCode, int position)
{
int subOp = opCode.Read(20, 0xf);
bool absA = opCode.Read(46);
bool negA = opCode.Read(48);
ShaderIrInst inst = 0;
switch (subOp)
{
case 0: inst = ShaderIrInst.Fcos; break;
case 1: inst = ShaderIrInst.Fsin; break;
case 2: inst = ShaderIrInst.Fex2; break;
case 3: inst = ShaderIrInst.Flg2; break;
case 4: inst = ShaderIrInst.Frcp; break;
case 5: inst = ShaderIrInst.Frsq; break;
case 8: inst = ShaderIrInst.Fsqrt; break;
default: throw new NotImplementedException(subOp.ToString());
}
ShaderIrNode operA = opCode.Gpr8();
ShaderIrOp op = new ShaderIrOp(inst, GetAluFabsFneg(operA, absA, negA));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
public static void Psetp(ShaderIrBlock block, long opCode, int position)
{
bool negA = opCode.Read(15);
bool negB = opCode.Read(32);
bool negP = opCode.Read(42);
ShaderIrInst lopInst = opCode.BLop24();
ShaderIrNode operA = opCode.Pred12();
ShaderIrNode operB = opCode.Pred29();
if (negA)
{
operA = new ShaderIrOp(ShaderIrInst.Bnot, operA);
}
if (negB)
{
operB = new ShaderIrOp(ShaderIrInst.Bnot, operB);
}
ShaderIrOp op = new ShaderIrOp(lopInst, operA, operB);
ShaderIrOperPred p0Node = opCode.Pred3();
ShaderIrOperPred p1Node = opCode.Pred0();
ShaderIrOperPred p2Node = opCode.Pred39();
block.AddNode(opCode.PredNode(new ShaderIrAsg(p0Node, op)));
lopInst = opCode.BLop45();
if (lopInst == ShaderIrInst.Band && p1Node.IsConst && p2Node.IsConst)
{
return;
}
ShaderIrNode p2NNode = p2Node;
if (negP)
{
p2NNode = new ShaderIrOp(ShaderIrInst.Bnot, p2NNode);
}
op = new ShaderIrOp(ShaderIrInst.Bnot, p0Node);
op = new ShaderIrOp(lopInst, op, p2NNode);
block.AddNode(opCode.PredNode(new ShaderIrAsg(p1Node, op)));
op = new ShaderIrOp(lopInst, p0Node, p2NNode);
block.AddNode(opCode.PredNode(new ShaderIrAsg(p0Node, op)));
}
public static void Rro_C(ShaderIrBlock block, long opCode, int position)
{
EmitRro(block, opCode, ShaderOper.Cr);
}
public static void Rro_I(ShaderIrBlock block, long opCode, int position)
{
EmitRro(block, opCode, ShaderOper.Immf);
}
public static void Rro_R(ShaderIrBlock block, long opCode, int position)
{
EmitRro(block, opCode, ShaderOper.Rr);
}
public static void Shl_C(ShaderIrBlock block, long opCode, int position)
{
EmitAluBinary(block, opCode, ShaderOper.Cr, ShaderIrInst.Lsl);
}
public static void Shl_I(ShaderIrBlock block, long opCode, int position)
{
EmitAluBinary(block, opCode, ShaderOper.Imm, ShaderIrInst.Lsl);
}
public static void Shl_R(ShaderIrBlock block, long opCode, int position)
{
EmitAluBinary(block, opCode, ShaderOper.Rr, ShaderIrInst.Lsl);
}
public static void Shr_C(ShaderIrBlock block, long opCode, int position)
{
EmitAluBinary(block, opCode, ShaderOper.Cr, GetShrInst(opCode));
}
public static void Shr_I(ShaderIrBlock block, long opCode, int position)
{
EmitAluBinary(block, opCode, ShaderOper.Imm, GetShrInst(opCode));
}
public static void Shr_R(ShaderIrBlock block, long opCode, int position)
{
EmitAluBinary(block, opCode, ShaderOper.Rr, GetShrInst(opCode));
}
private static ShaderIrInst GetShrInst(long opCode)
{
bool signed = opCode.Read(48);
return signed ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
}
public static void Vmad(ShaderIrBlock block, long opCode, int position)
{
ShaderIrNode operA = opCode.Gpr8();
ShaderIrNode operB;
if (opCode.Read(50))
{
operB = opCode.Gpr20();
}
else
{
operB = opCode.Imm19_20();
}
ShaderIrOperGpr operC = opCode.Gpr39();
ShaderIrNode tmp = new ShaderIrOp(ShaderIrInst.Mul, operA, operB);
ShaderIrNode final = new ShaderIrOp(ShaderIrInst.Add, tmp, operC);
int shr = opCode.Read(51, 3);
if (shr != 0)
{
int shift = (shr == 2) ? 15 : 7;
final = new ShaderIrOp(ShaderIrInst.Lsr, final, new ShaderIrOperImm(shift));
}
block.AddNode(new ShaderIrCmnt("Stubbed. Instruction is reduced to a * b + c"));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), final)));
}
public static void Xmad_CR(ShaderIrBlock block, long opCode, int position)
{
EmitXmad(block, opCode, ShaderOper.Cr);
}
public static void Xmad_I(ShaderIrBlock block, long opCode, int position)
{
EmitXmad(block, opCode, ShaderOper.Imm);
}
public static void Xmad_RC(ShaderIrBlock block, long opCode, int position)
{
EmitXmad(block, opCode, ShaderOper.Rc);
}
public static void Xmad_RR(ShaderIrBlock block, long opCode, int position)
{
EmitXmad(block, opCode, ShaderOper.Rr);
}
private static void EmitAluBinary(
ShaderIrBlock block,
long opCode,
ShaderOper oper,
ShaderIrInst inst)
{
ShaderIrNode operA = opCode.Gpr8(), operB;
switch (oper)
{
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
ShaderIrNode op = new ShaderIrOp(inst, operA, operB);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
private static void EmitBfe(ShaderIrBlock block, long opCode, ShaderOper oper)
{
//TODO: Handle the case where position + length
//is greater than the word size, in this case the sign bit
//needs to be replicated to fill the remaining space.
bool negB = opCode.Read(48);
bool negA = opCode.Read(49);
ShaderIrNode operA = opCode.Gpr8(), operB;
switch (oper)
{
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
ShaderIrNode op;
bool signed = opCode.Read(48); //?
if (operB is ShaderIrOperImm posLen)
{
int position = (posLen.Value >> 0) & 0xff;
int length = (posLen.Value >> 8) & 0xff;
int lSh = 32 - (position + length);
ShaderIrInst rightShift = signed
? ShaderIrInst.Asr
: ShaderIrInst.Lsr;
op = new ShaderIrOp(ShaderIrInst.Lsl, operA, new ShaderIrOperImm(lSh));
op = new ShaderIrOp(rightShift, op, new ShaderIrOperImm(lSh + position));
}
else
{
ShaderIrOperImm shift = new ShaderIrOperImm(8);
ShaderIrOperImm mask = new ShaderIrOperImm(0xff);
ShaderIrNode opPos, opLen;
opPos = new ShaderIrOp(ShaderIrInst.And, operB, mask);
opLen = new ShaderIrOp(ShaderIrInst.Lsr, operB, shift);
opLen = new ShaderIrOp(ShaderIrInst.And, opLen, mask);
op = new ShaderIrOp(ShaderIrInst.Lsr, operA, opPos);
op = ExtendTo32(op, signed, opLen);
}
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
private static void EmitFadd(ShaderIrBlock block, long opCode, ShaderOper oper)
{
bool negB = opCode.Read(45);
bool absA = opCode.Read(46);
bool negA = opCode.Read(48);
bool absB = opCode.Read(49);
bool sat = opCode.Read(50);
ShaderIrNode operA = opCode.Gpr8(), operB;
operA = GetAluFabsFneg(operA, absA, negA);
switch (oper)
{
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
case ShaderOper.Immf: operB = opCode.Immf19_20(); break;
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
operB = GetAluFabsFneg(operB, absB, negB);
ShaderIrNode op = new ShaderIrOp(ShaderIrInst.Fadd, operA, operB);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), GetAluFsat(op, sat))));
}
private static void EmitFmul(ShaderIrBlock block, long opCode, ShaderOper oper)
{
bool negB = opCode.Read(48);
bool sat = opCode.Read(50);
ShaderIrNode operA = opCode.Gpr8(), operB;
switch (oper)
{
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
case ShaderOper.Immf: operB = opCode.Immf19_20(); break;
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
operB = GetAluFneg(operB, negB);
ShaderIrNode op = new ShaderIrOp(ShaderIrInst.Fmul, operA, operB);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), GetAluFsat(op, sat))));
}
private static void EmitFfma(ShaderIrBlock block, long opCode, ShaderOper oper)
{
bool negB = opCode.Read(48);
bool negC = opCode.Read(49);
bool sat = opCode.Read(50);
ShaderIrNode operA = opCode.Gpr8(), operB, operC;
switch (oper)
{
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
case ShaderOper.Immf: operB = opCode.Immf19_20(); break;
case ShaderOper.Rc: operB = opCode.Gpr39(); break;
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
operB = GetAluFneg(operB, negB);
if (oper == ShaderOper.Rc)
{
operC = GetAluFneg(opCode.Cbuf34(), negC);
}
else
{
operC = GetAluFneg(opCode.Gpr39(), negC);
}
ShaderIrOp op = new ShaderIrOp(ShaderIrInst.Ffma, operA, operB, operC);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), GetAluFsat(op, sat))));
}
private static void EmitIadd(ShaderIrBlock block, long opCode, ShaderOper oper)
{
ShaderIrNode operA = opCode.Gpr8();
ShaderIrNode operB;
switch (oper)
{
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
bool negA = opCode.Read(49);
bool negB = opCode.Read(48);
operA = GetAluIneg(operA, negA);
operB = GetAluIneg(operB, negB);
ShaderIrOp op = new ShaderIrOp(ShaderIrInst.Add, operA, operB);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
private static void EmitIadd3(ShaderIrBlock block, long opCode, ShaderOper oper)
{
int mode = opCode.Read(37, 3);
bool neg1 = opCode.Read(51);
bool neg2 = opCode.Read(50);
bool neg3 = opCode.Read(49);
int height1 = opCode.Read(35, 3);
int height2 = opCode.Read(33, 3);
int height3 = opCode.Read(31, 3);
ShaderIrNode operB;
switch (oper)
{
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
ShaderIrNode ApplyHeight(ShaderIrNode src, int height)
{
if (oper != ShaderOper.Rr)
{
return src;
}
switch (height)
{
case 0: return src;
case 1: return new ShaderIrOp(ShaderIrInst.And, src, new ShaderIrOperImm(0xffff));
case 2: return new ShaderIrOp(ShaderIrInst.Lsr, src, new ShaderIrOperImm(16));
default: throw new InvalidOperationException();
}
}
ShaderIrNode src1 = GetAluIneg(ApplyHeight(opCode.Gpr8(), height1), neg1);
ShaderIrNode src2 = GetAluIneg(ApplyHeight(operB, height2), neg2);
ShaderIrNode src3 = GetAluIneg(ApplyHeight(opCode.Gpr39(), height3), neg3);
ShaderIrOp sum = new ShaderIrOp(ShaderIrInst.Add, src1, src2);
if (oper == ShaderOper.Rr)
{
switch (mode)
{
case 1: sum = new ShaderIrOp(ShaderIrInst.Lsr, sum, new ShaderIrOperImm(16)); break;
case 2: sum = new ShaderIrOp(ShaderIrInst.Lsl, sum, new ShaderIrOperImm(16)); break;
}
}
//Note: Here there should be a "+ 1" when carry flag is set
//but since carry is mostly ignored by other instructions, it's excluded for now
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), new ShaderIrOp(ShaderIrInst.Add, sum, src3))));
}
private static void EmitIscadd(ShaderIrBlock block, long opCode, ShaderOper oper)
{
bool negB = opCode.Read(48);
bool negA = opCode.Read(49);
ShaderIrNode operA = opCode.Gpr8(), operB;
ShaderIrOperImm scale = opCode.Imm5_39();
switch (oper)
{
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
operA = GetAluIneg(operA, negA);
operB = GetAluIneg(operB, negB);
ShaderIrOp scaleOp = new ShaderIrOp(ShaderIrInst.Lsl, operA, scale);
ShaderIrOp addOp = new ShaderIrOp(ShaderIrInst.Add, operB, scaleOp);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), addOp)));
}
private static void EmitFmnmx(ShaderIrBlock block, long opCode, ShaderOper oper)
{
EmitMnmx(block, opCode, true, oper);
}
private static void EmitImnmx(ShaderIrBlock block, long opCode, ShaderOper oper)
{
EmitMnmx(block, opCode, false, oper);
}
private static void EmitMnmx(ShaderIrBlock block, long opCode, bool isFloat, ShaderOper oper)
{
bool negB = opCode.Read(45);
bool absA = opCode.Read(46);
bool negA = opCode.Read(48);
bool absB = opCode.Read(49);
ShaderIrNode operA = opCode.Gpr8(), operB;
if (isFloat)
{
operA = GetAluFabsFneg(operA, absA, negA);
}
else
{
operA = GetAluIabsIneg(operA, absA, negA);
}
switch (oper)
{
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
case ShaderOper.Immf: operB = opCode.Immf19_20(); break;
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
if (isFloat)
{
operB = GetAluFabsFneg(operB, absB, negB);
}
else
{
operB = GetAluIabsIneg(operB, absB, negB);
}
ShaderIrOperPred pred = opCode.Pred39();
ShaderIrOp op;
ShaderIrInst maxInst = isFloat ? ShaderIrInst.Fmax : ShaderIrInst.Max;
ShaderIrInst minInst = isFloat ? ShaderIrInst.Fmin : ShaderIrInst.Min;
if (pred.IsConst)
{
bool isMax = opCode.Read(42);
op = new ShaderIrOp(isMax
? maxInst
: minInst, operA, operB);
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
else
{
ShaderIrNode predN = opCode.Pred39N();
ShaderIrOp opMax = new ShaderIrOp(maxInst, operA, operB);
ShaderIrOp opMin = new ShaderIrOp(minInst, operA, operB);
ShaderIrAsg asgMax = new ShaderIrAsg(opCode.Gpr0(), opMax);
ShaderIrAsg asgMin = new ShaderIrAsg(opCode.Gpr0(), opMin);
block.AddNode(opCode.PredNode(new ShaderIrCond(predN, asgMax, not: true)));
block.AddNode(opCode.PredNode(new ShaderIrCond(predN, asgMin, not: false)));
}
}
private static void EmitRro(ShaderIrBlock block, long opCode, ShaderOper oper)
{
//Note: this is a range reduction instruction and is supposed to
//be used with Mufu, here it just moves the value and ignores the operation.
bool negA = opCode.Read(45);
bool absA = opCode.Read(49);
ShaderIrNode operA;
switch (oper)
{
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));
}
operA = GetAluFabsFneg(operA, absA, negA);
block.AddNode(new ShaderIrCmnt("Stubbed."));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operA)));
}
private static void EmitFset(ShaderIrBlock block, long opCode, ShaderOper oper)
{
EmitSet(block, opCode, true, oper);
}
private static void EmitIset(ShaderIrBlock block, long opCode, ShaderOper oper)
{
EmitSet(block, opCode, false, oper);
}
private static void EmitSet(ShaderIrBlock block, long opCode, bool isFloat, ShaderOper oper)
{
bool negA = opCode.Read(43);
bool absB = opCode.Read(44);
bool negB = opCode.Read(53);
bool absA = opCode.Read(54);
bool boolFloat = opCode.Read(isFloat ? 52 : 44);
ShaderIrNode operA = opCode.Gpr8(), operB;
switch (oper)
{
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
case ShaderOper.Immf: operB = opCode.Immf19_20(); break;
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
ShaderIrInst cmpInst;
if (isFloat)
{
operA = GetAluFabsFneg(operA, absA, negA);
operB = GetAluFabsFneg(operB, absB, negB);
cmpInst = opCode.CmpF();
}
else
{
cmpInst = opCode.Cmp();
}
ShaderIrOp op = new ShaderIrOp(cmpInst, operA, operB);
ShaderIrInst lopInst = opCode.BLop45();
ShaderIrOperPred pNode = opCode.Pred39();
ShaderIrNode imm0, imm1;
if (boolFloat)
{
imm0 = new ShaderIrOperImmf(0);
imm1 = new ShaderIrOperImmf(1);
}
else
{
imm0 = new ShaderIrOperImm(0);
imm1 = new ShaderIrOperImm(-1);
}
ShaderIrNode asg0 = new ShaderIrAsg(opCode.Gpr0(), imm0);
ShaderIrNode asg1 = new ShaderIrAsg(opCode.Gpr0(), imm1);
if (lopInst != ShaderIrInst.Band || !pNode.IsConst)
{
ShaderIrOp op2 = new ShaderIrOp(lopInst, op, pNode);
asg0 = new ShaderIrCond(op2, asg0, not: true);
asg1 = new ShaderIrCond(op2, asg1, not: false);
}
else
{
asg0 = new ShaderIrCond(op, asg0, not: true);
asg1 = new ShaderIrCond(op, asg1, not: false);
}
block.AddNode(opCode.PredNode(asg0));
block.AddNode(opCode.PredNode(asg1));
}
private static void EmitFsetp(ShaderIrBlock block, long opCode, ShaderOper oper)
{
EmitSetp(block, opCode, true, oper);
}
private static void EmitIsetp(ShaderIrBlock block, long opCode, ShaderOper oper)
{
EmitSetp(block, opCode, false, oper);
}
private static void EmitSetp(ShaderIrBlock block, long opCode, bool isFloat, ShaderOper oper)
{
bool absA = opCode.Read(7);
bool negP = opCode.Read(42);
bool negA = opCode.Read(43);
bool absB = opCode.Read(44);
ShaderIrNode operA = opCode.Gpr8(), operB;
switch (oper)
{
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
case ShaderOper.Immf: operB = opCode.Immf19_20(); break;
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
ShaderIrInst cmpInst;
if (isFloat)
{
operA = GetAluFabsFneg(operA, absA, negA);
operB = GetAluFabs (operB, absB);
cmpInst = opCode.CmpF();
}
else
{
cmpInst = opCode.Cmp();
}
ShaderIrOp op = new ShaderIrOp(cmpInst, operA, operB);
ShaderIrOperPred p0Node = opCode.Pred3();
ShaderIrOperPred p1Node = opCode.Pred0();
ShaderIrOperPred p2Node = opCode.Pred39();
block.AddNode(opCode.PredNode(new ShaderIrAsg(p0Node, op)));
ShaderIrInst lopInst = opCode.BLop45();
if (lopInst == ShaderIrInst.Band && p1Node.IsConst && p2Node.IsConst)
{
return;
}
ShaderIrNode p2NNode = p2Node;
if (negP)
{
p2NNode = new ShaderIrOp(ShaderIrInst.Bnot, p2NNode);
}
op = new ShaderIrOp(ShaderIrInst.Bnot, p0Node);
op = new ShaderIrOp(lopInst, op, p2NNode);
block.AddNode(opCode.PredNode(new ShaderIrAsg(p1Node, op)));
op = new ShaderIrOp(lopInst, p0Node, p2NNode);
block.AddNode(opCode.PredNode(new ShaderIrAsg(p0Node, op)));
}
private static void EmitBinaryHalfOp(ShaderIrBlock block, long opCode, ShaderIrInst inst)
{
bool absB = opCode.Read(30);
bool negB = opCode.Read(31);
bool sat = opCode.Read(32);
bool absA = opCode.Read(44);
ShaderIrOperGpr[] vecA = opCode.GprHalfVec8();
ShaderIrOperGpr[] vecB = opCode.GprHalfVec20();
HalfOutputType outputType = (HalfOutputType)opCode.Read(49, 3);
int elems = outputType == HalfOutputType.PackedFp16 ? 2 : 1;
int first = outputType == HalfOutputType.MergeH1 ? 1 : 0;
for (int index = first; index < elems; index++)
{
ShaderIrNode operA = GetAluFabs (vecA[index], absA);
ShaderIrNode operB = GetAluFabsFneg(vecB[index], absB, negB);
ShaderIrNode op = new ShaderIrOp(inst, operA, operB);
ShaderIrOperGpr dst = GetHalfDst(opCode, outputType, index);
block.AddNode(opCode.PredNode(new ShaderIrAsg(dst, GetAluFsat(op, sat))));
}
}
private static ShaderIrOperGpr GetHalfDst(long opCode, HalfOutputType outputType, int index)
{
switch (outputType)
{
case HalfOutputType.PackedFp16: return opCode.GprHalf0(index);
case HalfOutputType.Fp32: return opCode.Gpr0();
case HalfOutputType.MergeH0: return opCode.GprHalf0(0);
case HalfOutputType.MergeH1: return opCode.GprHalf0(1);
}
throw new ArgumentException(nameof(outputType));
}
private static void EmitLop(ShaderIrBlock block, long opCode, ShaderOper oper)
{
int subOp = opCode.Read(41, 3);
bool invA = opCode.Read(39);
bool invB = opCode.Read(40);
ShaderIrInst inst = 0;
switch (subOp)
{
case 0: inst = ShaderIrInst.And; break;
case 1: inst = ShaderIrInst.Or; break;
case 2: inst = ShaderIrInst.Xor; break;
}
ShaderIrNode operA = GetAluNot(opCode.Gpr8(), invA);
ShaderIrNode operB;
switch (oper)
{
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
case ShaderOper.Imm: operB = opCode.Imm19_20(); break;
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
operB = GetAluNot(operB, invB);
ShaderIrNode op;
if (subOp < 3)
{
op = new ShaderIrOp(inst, operA, operB);
}
else
{
op = operB;
}
ShaderIrNode compare = new ShaderIrOp(ShaderIrInst.Cne, op, new ShaderIrOperImm(0));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Pred48(), compare)));
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
}
private enum XmadMode
{
Cfull = 0,
Clo = 1,
Chi = 2,
Csfu = 3,
Cbcc = 4
}
private static void EmitXmad(ShaderIrBlock block, long opCode, ShaderOper oper)
{
bool signedA = opCode.Read(48);
bool signedB = opCode.Read(49);
bool highB = opCode.Read(52);
bool highA = opCode.Read(53);
int mode = opCode.Read(50, 7);
ShaderIrNode operA = opCode.Gpr8(), operB, operC;
switch (oper)
{
case ShaderOper.Cr: operB = opCode.Cbuf34(); break;
case ShaderOper.Imm: operB = opCode.ImmU16_20(); break;
case ShaderOper.Rc: operB = opCode.Gpr39(); break;
case ShaderOper.Rr: operB = opCode.Gpr20(); break;
default: throw new ArgumentException(nameof(oper));
}
ShaderIrNode operB2 = operB;
if (oper == ShaderOper.Imm)
{
int imm = ((ShaderIrOperImm)operB2).Value;
if (!highB)
{
imm <<= 16;
}
if (signedB)
{
imm >>= 16;
}
else
{
imm = (int)((uint)imm >> 16);
}
operB2 = new ShaderIrOperImm(imm);
}
ShaderIrOperImm imm16 = new ShaderIrOperImm(16);
//If we are working with the lower 16-bits of the A/B operands,
//we need to shift the lower 16-bits to the top 16-bits. Later,
//they will be right shifted. For U16 types, this will be a logical
//right shift, and for S16 types, a arithmetic right shift.
if (!highA)
{
operA = new ShaderIrOp(ShaderIrInst.Lsl, operA, imm16);
}
if (!highB && oper != ShaderOper.Imm)
{
operB2 = new ShaderIrOp(ShaderIrInst.Lsl, operB2, imm16);
}
ShaderIrInst shiftA = signedA ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
ShaderIrInst shiftB = signedB ? ShaderIrInst.Asr : ShaderIrInst.Lsr;
operA = new ShaderIrOp(shiftA, operA, imm16);
if (oper != ShaderOper.Imm)
{
operB2 = new ShaderIrOp(shiftB, operB2, imm16);
}
bool productShiftLeft = false;
bool merge = false;
if (oper == ShaderOper.Rc)
{
operC = opCode.Cbuf34();
}
else
{
operC = opCode.Gpr39();
productShiftLeft = opCode.Read(36);
merge = opCode.Read(37);
}
ShaderIrOp mulOp = new ShaderIrOp(ShaderIrInst.Mul, operA, operB2);
if (productShiftLeft)
{
mulOp = new ShaderIrOp(ShaderIrInst.Lsl, mulOp, imm16);
}
switch ((XmadMode)mode)
{
case XmadMode.Clo: operC = ExtendTo32(operC, signed: false, size: 16); break;
case XmadMode.Chi: operC = new ShaderIrOp(ShaderIrInst.Lsr, operC, imm16); break;
case XmadMode.Cbcc:
{
ShaderIrOp operBLsh16 = new ShaderIrOp(ShaderIrInst.Lsl, operB, imm16);
operC = new ShaderIrOp(ShaderIrInst.Add, operC, operBLsh16);
break;
}
case XmadMode.Csfu:
{
ShaderIrOperImm imm31 = new ShaderIrOperImm(31);
ShaderIrOp signAdjustA = new ShaderIrOp(ShaderIrInst.Lsr, operA, imm31);
ShaderIrOp signAdjustB = new ShaderIrOp(ShaderIrInst.Lsr, operB2, imm31);
signAdjustA = new ShaderIrOp(ShaderIrInst.Lsl, signAdjustA, imm16);
signAdjustB = new ShaderIrOp(ShaderIrInst.Lsl, signAdjustB, imm16);
ShaderIrOp signAdjust = new ShaderIrOp(ShaderIrInst.Add, signAdjustA, signAdjustB);
operC = new ShaderIrOp(ShaderIrInst.Sub, operC, signAdjust);
break;
}
}
ShaderIrOp addOp = new ShaderIrOp(ShaderIrInst.Add, mulOp, operC);
if (merge)
{
ShaderIrOperImm imm16Mask = new ShaderIrOperImm(0xffff);
addOp = new ShaderIrOp(ShaderIrInst.And, addOp, imm16Mask);
operB = new ShaderIrOp(ShaderIrInst.Lsl, operB, imm16);
addOp = new ShaderIrOp(ShaderIrInst.Or, addOp, operB);
}
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), addOp)));
}
}
}