d4187aaa9d
* (Re)Implement format reinterpretation, other changes * Implement writeback to guest memory, some refactoring * More refactoring, implement reinterpretation the old way again * Clean up * Some fixes on M2MF (old Dma engine), added partial support for P2MF, fix conditional ssy, add Z24S8 zeta format, other fixes * nit: Formatting * Address PR feedback
70 lines
2.2 KiB
C#
70 lines
2.2 KiB
C#
namespace Ryujinx.Graphics.Gal.Shader
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{
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static class ShaderDecodeHelper
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{
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public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg)
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{
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return GetAluFneg(GetAluFabs(Node, Abs), Neg);
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}
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public static ShaderIrNode GetAluFabs(ShaderIrNode Node, bool Abs)
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{
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return Abs ? new ShaderIrOp(ShaderIrInst.Fabs, Node) : Node;
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}
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public static ShaderIrNode GetAluFneg(ShaderIrNode Node, bool Neg)
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{
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return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node;
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}
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public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg)
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{
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return GetAluIneg(GetAluIabs(Node, Abs), Neg);
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}
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public static ShaderIrNode GetAluIabs(ShaderIrNode Node, bool Abs)
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{
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return Abs ? new ShaderIrOp(ShaderIrInst.Abs, Node) : Node;
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}
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public static ShaderIrNode GetAluIneg(ShaderIrNode Node, bool Neg)
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{
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return Neg ? new ShaderIrOp(ShaderIrInst.Neg, Node) : Node;
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}
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public static ShaderIrNode GetAluNot(ShaderIrNode Node, bool Not)
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{
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return Not ? new ShaderIrOp(ShaderIrInst.Not, Node) : Node;
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}
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public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, int Size)
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{
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int Shift = 32 - Size;
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ShaderIrInst RightShift = Signed
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? ShaderIrInst.Asr
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: ShaderIrInst.Lsr;
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Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, new ShaderIrOperImm(Shift));
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Node = new ShaderIrOp(RightShift, Node, new ShaderIrOperImm(Shift));
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return Node;
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}
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public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, ShaderIrNode Size)
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{
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ShaderIrOperImm WordSize = new ShaderIrOperImm(32);
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ShaderIrOp Shift = new ShaderIrOp(ShaderIrInst.Sub, WordSize, Size);
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ShaderIrInst RightShift = Signed
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? ShaderIrInst.Asr
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: ShaderIrInst.Lsr;
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Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, Shift);
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Node = new ShaderIrOp(RightShift, Node, Shift);
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return Node;
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}
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}
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} |