ryujinx/Ryujinx.Graphics/Gal/Shader/ShaderOpCodeTable.cs

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C#
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using System;
namespace Ryujinx.Graphics.Gal.Shader
{
static class ShaderOpCodeTable
{
private const int EncodingBits = 14;
private static ShaderDecodeFunc[] OpCodes;
static ShaderOpCodeTable()
{
OpCodes = new ShaderDecodeFunc[1 << EncodingBits];
#region Instructions
Set("111000110000xx", ShaderDecode.Exit);
Set("0100110010101x", ShaderDecode.F2f_C);
Set("0011100x10101x", ShaderDecode.F2f_I);
Set("0101110010101x", ShaderDecode.F2f_R);
Set("0100110010110x", ShaderDecode.F2i_C);
Set("0011100x10110x", ShaderDecode.F2i_I);
Set("0101110010110x", ShaderDecode.F2i_R);
Set("0100110001011x", ShaderDecode.Fadd_C);
Set("0011100x01011x", ShaderDecode.Fadd_I);
Set("0101110001011x", ShaderDecode.Fadd_R);
Set("010010011xxxxx", ShaderDecode.Ffma_CR);
Set("001100101xxxxx", ShaderDecode.Ffma_I);
Set("010100011xxxxx", ShaderDecode.Ffma_RC);
Set("010110011xxxxx", ShaderDecode.Ffma_RR);
Set("00011110xxxxxx", ShaderDecode.Fmul32i);
Set("0100110001101x", ShaderDecode.Fmul_C);
Set("0011100x01101x", ShaderDecode.Fmul_I);
Set("0101110001101x", ShaderDecode.Fmul_R);
Set("010010111011xx", ShaderDecode.Fsetp_C);
Set("0011011x1011xx", ShaderDecode.Fsetp_I);
Set("010110111011xx", ShaderDecode.Fsetp_R);
Set("0100110010111x", ShaderDecode.I2f_C);
Set("0011100x10111x", ShaderDecode.I2f_I);
Set("0101110010111x", ShaderDecode.I2f_R);
Set("11100000xxxxxx", ShaderDecode.Ipa);
Set("010010110110xx", ShaderDecode.Isetp_C);
Set("0011011x0110xx", ShaderDecode.Isetp_I);
Set("010110110110xx", ShaderDecode.Isetp_R);
Set("111000110011xx", ShaderDecode.Kil);
Set("1110111111011x", ShaderDecode.Ld_A);
Set("000001xxxxxxxx", ShaderDecode.Lop32i);
Set("0100110010011x", ShaderDecode.Mov_C);
Set("0011100x10011x", ShaderDecode.Mov_I);
Set("0101110010011x", ShaderDecode.Mov_R);
Set("000000010000xx", ShaderDecode.Mov32i);
Set("0101000010000x", ShaderDecode.Mufu);
Set("0100110000101x", ShaderDecode.Shr_C);
Set("0011100x00101x", ShaderDecode.Shr_I);
Set("0101110000101x", ShaderDecode.Shr_R);
Set("1110111111110x", ShaderDecode.St_A);
Set("1101111101001x", ShaderDecode.Texq);
Set("1101100xxxxxxx", ShaderDecode.Texs);
Set("1101101xxxxxxx", ShaderDecode.Tlds);
#endregion
}
private static void Set(string Encoding, ShaderDecodeFunc Func)
{
if (Encoding.Length != EncodingBits)
{
throw new ArgumentException(nameof(Encoding));
}
int Bit = Encoding.Length - 1;
int Value = 0;
int XMask = 0;
int XBits = 0;
int[] XPos = new int[Encoding.Length];
for (int Index = 0; Index < Encoding.Length; Index++, Bit--)
{
char Chr = Encoding[Index];
if (Chr == '1')
{
Value |= 1 << Bit;
}
else if (Chr == 'x')
{
XMask |= 1 << Bit;
XPos[XBits++] = Bit;
}
}
XMask = ~XMask;
for (int Index = 0; Index < (1 << XBits); Index++)
{
Value &= XMask;
for (int X = 0; X < XBits; X++)
{
Value |= ((Index >> X) & 1) << XPos[X];
}
OpCodes[Value] = Func;
}
}
public static ShaderDecodeFunc GetDecoder(long OpCode)
{
return OpCodes[(ulong)OpCode >> (64 - EncodingBits)];
}
}
}