Ryujinx/Ryujinx.Graphics/Gal/Shader/ShaderDecodeMem.cs
gdkchan b9aa3966c0 Merge shader branch, adding support for GLSL decompilation, a macro
interpreter, and a rewrite of the GPU code.
2018-04-08 16:41:38 -03:00

59 lines
1.7 KiB
C#

using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
public static void Ld_A(ShaderIrBlock Block, long OpCode)
{
ShaderIrNode[] Opers = GetOperAbuf20(OpCode);
int Index = 0;
foreach (ShaderIrNode OperA in Opers)
{
ShaderIrOperGpr OperD = GetOperGpr0(OpCode);
OperD.Index += Index++;
Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, OperA), OpCode));
}
}
public static void St_A(ShaderIrBlock Block, long OpCode)
{
ShaderIrNode[] Opers = GetOperAbuf20(OpCode);
int Index = 0;
foreach (ShaderIrNode OperA in Opers)
{
ShaderIrOperGpr OperD = GetOperGpr0(OpCode);
OperD.Index += Index++;
Block.AddNode(GetPredNode(new ShaderIrAsg(OperA, OperD), OpCode));
}
}
public static void Texs(ShaderIrBlock Block, long OpCode)
{
//TODO: Support other formats.
ShaderIrNode OperA = GetOperGpr8 (OpCode);
ShaderIrNode OperB = GetOperGpr20 (OpCode);
ShaderIrNode OperC = GetOperGpr28 (OpCode);
ShaderIrNode OperD = GetOperImm13_36(OpCode);
for (int Ch = 0; Ch < 4; Ch++)
{
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Texr + Ch, OperA, OperB, OperD);
ShaderIrOperGpr Dst = GetOperGpr0(OpCode);
Dst.Index += Ch;
Block.AddNode(new ShaderIrAsg(Dst, Op));
}
}
}
}