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path: root/Ryujinx.Graphics/Gal/Shader/ShaderDecodeMove.cs
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using System;

using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;

namespace Ryujinx.Graphics.Gal.Shader
{
    static partial class ShaderDecode
    {
        private enum IntType
        {
            U8  = 0,
            U16 = 1,
            U32 = 2,
            U64 = 3,
            S8  = 4,
            S16 = 5,
            S32 = 6,
            S64 = 7
        }

        private enum FloatType
        {
            F16 = 1,
            F32 = 2,
            F64 = 3
        }

        public static void F2f_C(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitF2f(Block, OpCode, ShaderOper.CR);
        }

        public static void F2f_I(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitF2f(Block, OpCode, ShaderOper.Immf);
        }

        public static void F2f_R(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitF2f(Block, OpCode, ShaderOper.RR);
        }

        public static void F2i_C(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitF2i(Block, OpCode, ShaderOper.CR);
        }

        public static void F2i_I(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitF2i(Block, OpCode, ShaderOper.Immf);
        }

        public static void F2i_R(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitF2i(Block, OpCode, ShaderOper.RR);
        }

        public static void I2f_C(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitI2f(Block, OpCode, ShaderOper.CR);
        }

        public static void I2f_I(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitI2f(Block, OpCode, ShaderOper.Imm);
        }

        public static void I2f_R(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitI2f(Block, OpCode, ShaderOper.RR);
        }

        public static void I2i_C(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitI2i(Block, OpCode, ShaderOper.CR);
        }

        public static void I2i_I(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitI2i(Block, OpCode, ShaderOper.Imm);
        }

        public static void I2i_R(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitI2i(Block, OpCode, ShaderOper.RR);
        }

        public static void Isberd(ShaderIrBlock Block, long OpCode, int Position)
        {
            //This instruction seems to be used to translate from an address to a vertex index in a GS
            //Stub it as such

            Block.AddNode(new ShaderIrCmnt("Stubbed."));

            Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), OpCode.Gpr8())));
        }

        public static void Mov_C(ShaderIrBlock Block, long OpCode, int Position)
        {
            ShaderIrOperCbuf Cbuf = OpCode.Cbuf34();

            Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Cbuf)));
        }

        public static void Mov_I(ShaderIrBlock Block, long OpCode, int Position)
        {
            ShaderIrOperImm Imm = OpCode.Imm19_20();

            Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Imm)));
        }

        public static void Mov_I32(ShaderIrBlock Block, long OpCode, int Position)
        {
            ShaderIrOperImm Imm = OpCode.Imm32_20();

            Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Imm)));
        }

        public static void Mov_R(ShaderIrBlock Block, long OpCode, int Position)
        {
            ShaderIrOperGpr Gpr = OpCode.Gpr20();

            Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Gpr)));
        }

        public static void Sel_C(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitSel(Block, OpCode, ShaderOper.CR);
        }

        public static void Sel_I(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitSel(Block, OpCode, ShaderOper.Imm);
        }

        public static void Sel_R(ShaderIrBlock Block, long OpCode, int Position)
        {
            EmitSel(Block, OpCode, ShaderOper.RR);
        }

        public static void Mov_S(ShaderIrBlock Block, long OpCode, int Position)
        {
            Block.AddNode(new ShaderIrCmnt("Stubbed."));

            //Zero is used as a special number to get a valid "0 * 0 + VertexIndex" in a GS
            ShaderIrNode Source = new ShaderIrOperImm(0);

            Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Source)));
        }

        private static void EmitF2f(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
        {
            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);

            ShaderIrInst RoundInst = GetRoundInst(OpCode);

            if (RoundInst != ShaderIrInst.Invalid)
            {
                OperA = new ShaderIrOp(RoundInst, OperA);
            }

            Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), OperA)));
        }

        private static void EmitF2i(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
        {
            IntType Type = GetIntType(OpCode);

            if (Type == IntType.U64 ||
                Type == IntType.S64)
            {
                //TODO: 64-bits support.
                //Note: GLSL doesn't support 64-bits integers.
                throw new NotImplementedException();
            }

            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);

            ShaderIrInst RoundInst = GetRoundInst(OpCode);

            if (RoundInst != ShaderIrInst.Invalid)
            {
                OperA = new ShaderIrOp(RoundInst, OperA);
            }

            bool Signed = Type >= IntType.S8;

            int Size = 8 << ((int)Type & 3);

            if (Size < 32)
            {
                uint Mask = uint.MaxValue >> (32 - Size);

                float CMin = 0;
                float CMax = Mask;

                if (Signed)
                {
                    uint HalfMask = Mask >> 1;

                    CMin -= HalfMask + 1;
                    CMax  = HalfMask;
                }

                ShaderIrOperImmf IMin = new ShaderIrOperImmf(CMin);
                ShaderIrOperImmf IMax = new ShaderIrOperImmf(CMax);

                OperA = new ShaderIrOp(ShaderIrInst.Fclamp, OperA, IMin, IMax);
            }

            ShaderIrInst Inst = Signed
                ? ShaderIrInst.Ftos
                : ShaderIrInst.Ftou;

            ShaderIrNode Op = new ShaderIrOp(Inst, OperA);

            Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
        }

        private static void EmitI2f(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
        {
            IntType Type = GetIntType(OpCode);

            if (Type == IntType.U64 ||
                Type == IntType.S64)
            {
                //TODO: 64-bits support.
                //Note: GLSL doesn't support 64-bits integers.
                throw new NotImplementedException();
            }

            int Sel = OpCode.Read(41, 3);

            bool NegA = OpCode.Read(45);
            bool AbsA = OpCode.Read(49);

            ShaderIrNode OperA;

            switch (Oper)
            {
                case ShaderOper.CR:  OperA = OpCode.Cbuf34();   break;
                case ShaderOper.Imm: OperA = OpCode.Imm19_20(); break;
                case ShaderOper.RR:  OperA = OpCode.Gpr20();    break;

                default: throw new ArgumentException(nameof(Oper));
            }

            OperA = GetAluIabsIneg(OperA, AbsA, NegA);

            bool Signed = Type >= IntType.S8;

            int Shift = Sel * 8;

            int Size = 8 << ((int)Type & 3);

            if (Shift != 0)
            {
                OperA = new ShaderIrOp(ShaderIrInst.Asr, OperA, new ShaderIrOperImm(Shift));
            }

            if (Size < 32)
            {
                OperA = ExtendTo32(OperA, Signed, Size);
            }

            ShaderIrInst Inst = Signed
                ? ShaderIrInst.Stof
                : ShaderIrInst.Utof;

            ShaderIrNode Op = new ShaderIrOp(Inst, OperA);

            Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
        }

        private static void EmitI2i(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
        {
            IntType Type = GetIntType(OpCode);

            if (Type == IntType.U64 ||
                Type == IntType.S64)
            {
                //TODO: 64-bits support.
                //Note: GLSL doesn't support 64-bits integers.
                throw new NotImplementedException();
            }

            int Sel = OpCode.Read(41, 3);

            bool NegA = OpCode.Read(45);
            bool AbsA = OpCode.Read(49);
            bool SatA = OpCode.Read(50);

            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 = GetAluIabsIneg(OperA, AbsA, NegA);

            bool Signed = Type >= IntType.S8;

            int Shift = Sel * 8;

            int Size = 8 << ((int)Type & 3);

            if (Shift != 0)
            {
                OperA = new ShaderIrOp(ShaderIrInst.Asr, OperA, new ShaderIrOperImm(Shift));
            }

            if (Size < 32)
            {
                uint Mask = uint.MaxValue >> (32 - Size);

                if (SatA)
                {
                    uint CMin = 0;
                    uint CMax = Mask;

                    if (Signed)
                    {
                        uint HalfMask = Mask >> 1;

                        CMin -= HalfMask + 1;
                        CMax  = HalfMask;
                    }

                    ShaderIrOperImm IMin = new ShaderIrOperImm((int)CMin);
                    ShaderIrOperImm IMax = new ShaderIrOperImm((int)CMax);

                    OperA = new ShaderIrOp(Signed
                        ? ShaderIrInst.Clamps
                        : ShaderIrInst.Clampu, OperA, IMin, IMax);
                }
                else
                {
                    OperA = ExtendTo32(OperA, Signed, Size);
                }
            }

            Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), OperA)));
        }

        private static void EmitSel(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
        {
            ShaderIrOperGpr Dst  = OpCode.Gpr0();
            ShaderIrNode    Pred = OpCode.Pred39N();

            ShaderIrNode ResultA = OpCode.Gpr8();
            ShaderIrNode ResultB;

            switch (Oper)
            {
                case ShaderOper.CR:  ResultB = OpCode.Cbuf34();   break;
                case ShaderOper.Imm: ResultB = OpCode.Imm19_20(); break;
                case ShaderOper.RR:  ResultB = OpCode.Gpr20();    break;

                default: throw new ArgumentException(nameof(Oper));
            }

            Block.AddNode(OpCode.PredNode(new ShaderIrCond(Pred, new ShaderIrAsg(Dst, ResultA), false)));

            Block.AddNode(OpCode.PredNode(new ShaderIrCond(Pred, new ShaderIrAsg(Dst, ResultB), true)));
        }

        private static IntType GetIntType(long OpCode)
        {
            bool Signed = OpCode.Read(13);

            IntType Type = (IntType)(OpCode.Read(10, 3));

            if (Signed)
            {
                Type += (int)IntType.S8;
            }

            return Type;
        }

        private static FloatType GetFloatType(long OpCode)
        {
            return (FloatType)(OpCode.Read(8, 3));
        }

        private static ShaderIrInst GetRoundInst(long OpCode)
        {
            switch (OpCode.Read(39, 3))
            {
                case 1: return ShaderIrInst.Floor;
                case 2: return ShaderIrInst.Ceil;
                case 3: return ShaderIrInst.Trunc;
            }

            return ShaderIrInst.Invalid;
        }
    }
}