b9aa3966c0
interpreter, and a rewrite of the GPU code.
97 lines
3.1 KiB
C#
97 lines
3.1 KiB
C#
using System;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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static class ShaderOpCodeTable
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{
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private const int EncodingBits = 14;
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private static ShaderDecodeFunc[] OpCodes;
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static ShaderOpCodeTable()
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{
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OpCodes = new ShaderDecodeFunc[1 << EncodingBits];
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#region Instructions
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Set("111000110000xx", ShaderDecode.Exit);
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Set("0100110001011x", ShaderDecode.Fadd_C);
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Set("0011100x01011x", ShaderDecode.Fadd_I);
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Set("0101110001011x", ShaderDecode.Fadd_R);
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Set("010010011xxxxx", ShaderDecode.Ffma_CR);
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Set("001100101xxxxx", ShaderDecode.Ffma_I);
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Set("010100011xxxxx", ShaderDecode.Ffma_RC);
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Set("010110011xxxxx", ShaderDecode.Ffma_RR);
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Set("0100110001101x", ShaderDecode.Fmul_C);
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Set("0011100x01101x", ShaderDecode.Fmul_I);
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Set("0101110001101x", ShaderDecode.Fmul_R);
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Set("010010111011xx", ShaderDecode.Fsetp_C);
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Set("0011011x1011xx", ShaderDecode.Fsetp_I);
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Set("010110111011xx", ShaderDecode.Fsetp_R);
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Set("0100110010111x", ShaderDecode.I2f_C);
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Set("0011100x10111x", ShaderDecode.I2f_I);
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Set("0101110010111x", ShaderDecode.I2f_R);
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Set("11100000xxxxxx", ShaderDecode.Ipa);
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Set("111000110011xx", ShaderDecode.Kil);
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Set("1110111111011x", ShaderDecode.Ld_A);
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Set("000001xxxxxxxx", ShaderDecode.Lop32i);
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Set("000000010000xx", ShaderDecode.Mov32i);
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Set("0101000010000x", ShaderDecode.Mufu);
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Set("0100110000101x", ShaderDecode.Shr_C);
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Set("0011100x00101x", ShaderDecode.Shr_I);
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Set("0101110000101x", ShaderDecode.Shr_R);
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Set("1110111111110x", ShaderDecode.St_A);
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Set("1101100xxxxxxx", ShaderDecode.Texs);
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#endregion
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}
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private static void Set(string Encoding, ShaderDecodeFunc Func)
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{
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if (Encoding.Length != EncodingBits)
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{
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throw new ArgumentException(nameof(Encoding));
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}
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int Bit = Encoding.Length - 1;
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int Value = 0;
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int XMask = 0;
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int XBits = 0;
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int[] XPos = new int[Encoding.Length];
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for (int Index = 0; Index < Encoding.Length; Index++, Bit--)
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{
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char Chr = Encoding[Index];
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if (Chr == '1')
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{
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Value |= 1 << Bit;
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}
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else if (Chr == 'x')
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{
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XMask |= 1 << Bit;
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XPos[XBits++] = Bit;
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}
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}
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XMask = ~XMask;
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for (int Index = 0; Index < (1 << XBits); Index++)
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{
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Value &= XMask;
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for (int X = 0; X < XBits; X++)
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{
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Value |= ((Index >> X) & 1) << XPos[X];
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}
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OpCodes[Value] = Func;
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}
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}
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public static ShaderDecodeFunc GetDecoder(long OpCode)
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{
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return OpCodes[(ulong)OpCode >> (64 - EncodingBits)];
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}
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}
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} |