6b23a2c125
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
30 lines
842 B
C#
30 lines
842 B
C#
using Ryujinx.Graphics.Shader.Instructions;
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using System;
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namespace Ryujinx.Graphics.Shader.Decoders
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{
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class OpCodeFArithImm32 : OpCodeAlu, IOpCodeFArith, IOpCodeImmF
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{
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public RoundingMode RoundingMode => RoundingMode.ToNearest;
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public FmulScale Scale => FmulScale.None;
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public bool FlushToZero { get; }
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public bool AbsoluteA { get; }
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public float Immediate { get; }
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public OpCodeFArithImm32(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
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{
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int imm = opCode.Extract(20, 32);
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Immediate = BitConverter.Int32BitsToSingle(imm);
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SetCondCode = opCode.Extract(52);
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AbsoluteA = opCode.Extract(54);
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FlushToZero = opCode.Extract(55);
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Saturate = false;
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}
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}
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} |