Do naming refactoring on Ryujinx.Graphics (#611)
* Renaming part 1 * Renaming part 2 * Renaming part 3 * Renaming part 4 * Renaming part 5 * Renaming part 6 * Renaming part 7 * Renaming part 8 * Renaming part 9 * Renaming part 10 * General cleanup * Thought I got all of these * Apply #595 * Additional renaming * Tweaks from feedback * Rename files
This commit is contained in:
parent
8e71ea0812
commit
1f554c1093
125 changed files with 9121 additions and 9120 deletions
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@ -25,400 +25,400 @@ namespace Ryujinx.Graphics.Gal.Shader
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F64 = 3
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}
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public static void F2f_C(ShaderIrBlock Block, long OpCode, int Position)
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public static void F2f_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitF2f(Block, OpCode, ShaderOper.CR);
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EmitF2F(block, opCode, ShaderOper.Cr);
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}
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public static void F2f_I(ShaderIrBlock Block, long OpCode, int Position)
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public static void F2f_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitF2f(Block, OpCode, ShaderOper.Immf);
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EmitF2F(block, opCode, ShaderOper.Immf);
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}
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public static void F2f_R(ShaderIrBlock Block, long OpCode, int Position)
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public static void F2f_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitF2f(Block, OpCode, ShaderOper.RR);
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EmitF2F(block, opCode, ShaderOper.Rr);
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}
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public static void F2i_C(ShaderIrBlock Block, long OpCode, int Position)
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public static void F2i_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitF2i(Block, OpCode, ShaderOper.CR);
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EmitF2I(block, opCode, ShaderOper.Cr);
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}
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public static void F2i_I(ShaderIrBlock Block, long OpCode, int Position)
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public static void F2i_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitF2i(Block, OpCode, ShaderOper.Immf);
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EmitF2I(block, opCode, ShaderOper.Immf);
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}
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public static void F2i_R(ShaderIrBlock Block, long OpCode, int Position)
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public static void F2i_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitF2i(Block, OpCode, ShaderOper.RR);
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EmitF2I(block, opCode, ShaderOper.Rr);
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}
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public static void I2f_C(ShaderIrBlock Block, long OpCode, int Position)
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public static void I2f_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitI2f(Block, OpCode, ShaderOper.CR);
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EmitI2F(block, opCode, ShaderOper.Cr);
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}
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public static void I2f_I(ShaderIrBlock Block, long OpCode, int Position)
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public static void I2f_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitI2f(Block, OpCode, ShaderOper.Imm);
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EmitI2F(block, opCode, ShaderOper.Imm);
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}
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public static void I2f_R(ShaderIrBlock Block, long OpCode, int Position)
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public static void I2f_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitI2f(Block, OpCode, ShaderOper.RR);
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EmitI2F(block, opCode, ShaderOper.Rr);
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}
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public static void I2i_C(ShaderIrBlock Block, long OpCode, int Position)
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public static void I2i_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitI2i(Block, OpCode, ShaderOper.CR);
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EmitI2I(block, opCode, ShaderOper.Cr);
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}
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public static void I2i_I(ShaderIrBlock Block, long OpCode, int Position)
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public static void I2i_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitI2i(Block, OpCode, ShaderOper.Imm);
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EmitI2I(block, opCode, ShaderOper.Imm);
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}
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public static void I2i_R(ShaderIrBlock Block, long OpCode, int Position)
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public static void I2i_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitI2i(Block, OpCode, ShaderOper.RR);
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EmitI2I(block, opCode, ShaderOper.Rr);
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}
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public static void Isberd(ShaderIrBlock Block, long OpCode, int Position)
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public static void Isberd(ShaderIrBlock block, long opCode, int position)
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{
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//This instruction seems to be used to translate from an address to a vertex index in a GS
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//Stub it as such
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Block.AddNode(new ShaderIrCmnt("Stubbed."));
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block.AddNode(new ShaderIrCmnt("Stubbed."));
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), OpCode.Gpr8())));
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), opCode.Gpr8())));
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}
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public static void Mov_C(ShaderIrBlock Block, long OpCode, int Position)
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public static void Mov_C(ShaderIrBlock block, long opCode, int position)
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{
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ShaderIrOperCbuf Cbuf = OpCode.Cbuf34();
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ShaderIrOperCbuf cbuf = opCode.Cbuf34();
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Cbuf)));
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), cbuf)));
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}
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public static void Mov_I(ShaderIrBlock Block, long OpCode, int Position)
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public static void Mov_I(ShaderIrBlock block, long opCode, int position)
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{
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ShaderIrOperImm Imm = OpCode.Imm19_20();
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ShaderIrOperImm imm = opCode.Imm19_20();
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Imm)));
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), imm)));
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}
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public static void Mov_I32(ShaderIrBlock Block, long OpCode, int Position)
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public static void Mov_I32(ShaderIrBlock block, long opCode, int position)
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{
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ShaderIrOperImm Imm = OpCode.Imm32_20();
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ShaderIrOperImm imm = opCode.Imm32_20();
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Imm)));
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), imm)));
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}
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public static void Mov_R(ShaderIrBlock Block, long OpCode, int Position)
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public static void Mov_R(ShaderIrBlock block, long opCode, int position)
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{
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ShaderIrOperGpr Gpr = OpCode.Gpr20();
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ShaderIrOperGpr gpr = opCode.Gpr20();
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Gpr)));
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), gpr)));
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}
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public static void Sel_C(ShaderIrBlock Block, long OpCode, int Position)
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public static void Sel_C(ShaderIrBlock block, long opCode, int position)
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{
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EmitSel(Block, OpCode, ShaderOper.CR);
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EmitSel(block, opCode, ShaderOper.Cr);
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}
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public static void Sel_I(ShaderIrBlock Block, long OpCode, int Position)
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public static void Sel_I(ShaderIrBlock block, long opCode, int position)
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{
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EmitSel(Block, OpCode, ShaderOper.Imm);
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EmitSel(block, opCode, ShaderOper.Imm);
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}
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public static void Sel_R(ShaderIrBlock Block, long OpCode, int Position)
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public static void Sel_R(ShaderIrBlock block, long opCode, int position)
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{
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EmitSel(Block, OpCode, ShaderOper.RR);
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EmitSel(block, opCode, ShaderOper.Rr);
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}
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public static void Mov_S(ShaderIrBlock Block, long OpCode, int Position)
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public static void Mov_S(ShaderIrBlock block, long opCode, int position)
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{
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Block.AddNode(new ShaderIrCmnt("Stubbed."));
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block.AddNode(new ShaderIrCmnt("Stubbed."));
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//Zero is used as a special number to get a valid "0 * 0 + VertexIndex" in a GS
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ShaderIrNode Source = new ShaderIrOperImm(0);
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ShaderIrNode source = new ShaderIrOperImm(0);
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Source)));
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), source)));
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}
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private static void EmitF2f(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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private static void EmitF2F(ShaderIrBlock block, long opCode, ShaderOper oper)
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{
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bool NegA = OpCode.Read(45);
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bool AbsA = OpCode.Read(49);
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bool negA = opCode.Read(45);
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bool absA = opCode.Read(49);
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ShaderIrNode OperA;
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ShaderIrNode operA;
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switch (Oper)
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switch (oper)
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{
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case ShaderOper.CR: OperA = OpCode.Cbuf34(); break;
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case ShaderOper.Immf: OperA = OpCode.Immf19_20(); break;
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case ShaderOper.RR: OperA = OpCode.Gpr20(); break;
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case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
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case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
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case ShaderOper.Rr: operA = opCode.Gpr20(); break;
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default: throw new ArgumentException(nameof(Oper));
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default: throw new ArgumentException(nameof(oper));
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}
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OperA = GetAluFabsFneg(OperA, AbsA, NegA);
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operA = GetAluFabsFneg(operA, absA, negA);
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ShaderIrInst RoundInst = GetRoundInst(OpCode);
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ShaderIrInst roundInst = GetRoundInst(opCode);
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if (RoundInst != ShaderIrInst.Invalid)
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if (roundInst != ShaderIrInst.Invalid)
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{
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OperA = new ShaderIrOp(RoundInst, OperA);
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operA = new ShaderIrOp(roundInst, operA);
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}
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), OperA)));
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operA)));
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}
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private static void EmitF2i(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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private static void EmitF2I(ShaderIrBlock block, long opCode, ShaderOper oper)
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{
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IntType Type = GetIntType(OpCode);
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IntType type = GetIntType(opCode);
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if (Type == IntType.U64 ||
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Type == IntType.S64)
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if (type == IntType.U64 ||
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type == IntType.S64)
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{
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//TODO: 64-bits support.
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//Note: GLSL doesn't support 64-bits integers.
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throw new NotImplementedException();
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}
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bool NegA = OpCode.Read(45);
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bool AbsA = OpCode.Read(49);
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bool negA = opCode.Read(45);
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bool absA = opCode.Read(49);
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ShaderIrNode OperA;
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ShaderIrNode operA;
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switch (Oper)
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switch (oper)
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{
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case ShaderOper.CR: OperA = OpCode.Cbuf34(); break;
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case ShaderOper.Immf: OperA = OpCode.Immf19_20(); break;
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case ShaderOper.RR: OperA = OpCode.Gpr20(); break;
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case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
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case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
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case ShaderOper.Rr: operA = opCode.Gpr20(); break;
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default: throw new ArgumentException(nameof(Oper));
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default: throw new ArgumentException(nameof(oper));
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}
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OperA = GetAluFabsFneg(OperA, AbsA, NegA);
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operA = GetAluFabsFneg(operA, absA, negA);
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ShaderIrInst RoundInst = GetRoundInst(OpCode);
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ShaderIrInst roundInst = GetRoundInst(opCode);
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if (RoundInst != ShaderIrInst.Invalid)
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if (roundInst != ShaderIrInst.Invalid)
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{
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OperA = new ShaderIrOp(RoundInst, OperA);
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operA = new ShaderIrOp(roundInst, operA);
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}
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bool Signed = Type >= IntType.S8;
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bool signed = type >= IntType.S8;
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int Size = 8 << ((int)Type & 3);
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int size = 8 << ((int)type & 3);
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if (Size < 32)
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if (size < 32)
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{
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uint Mask = uint.MaxValue >> (32 - Size);
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uint mask = uint.MaxValue >> (32 - size);
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float CMin = 0;
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float CMax = Mask;
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float cMin = 0;
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float cMax = mask;
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if (Signed)
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if (signed)
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{
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uint HalfMask = Mask >> 1;
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uint halfMask = mask >> 1;
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CMin -= HalfMask + 1;
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CMax = HalfMask;
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cMin -= halfMask + 1;
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cMax = halfMask;
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}
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ShaderIrOperImmf IMin = new ShaderIrOperImmf(CMin);
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ShaderIrOperImmf IMax = new ShaderIrOperImmf(CMax);
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ShaderIrOperImmf min = new ShaderIrOperImmf(cMin);
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ShaderIrOperImmf max = new ShaderIrOperImmf(cMax);
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OperA = new ShaderIrOp(ShaderIrInst.Fclamp, OperA, IMin, IMax);
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operA = new ShaderIrOp(ShaderIrInst.Fclamp, operA, min, max);
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}
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ShaderIrInst Inst = Signed
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ShaderIrInst inst = signed
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? ShaderIrInst.Ftos
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: ShaderIrInst.Ftou;
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ShaderIrNode Op = new ShaderIrOp(Inst, OperA);
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ShaderIrNode op = new ShaderIrOp(inst, operA);
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
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}
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private static void EmitI2f(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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private static void EmitI2F(ShaderIrBlock block, long opCode, ShaderOper oper)
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{
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IntType Type = GetIntType(OpCode);
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IntType type = GetIntType(opCode);
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if (Type == IntType.U64 ||
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Type == IntType.S64)
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if (type == IntType.U64 ||
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type == IntType.S64)
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{
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//TODO: 64-bits support.
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//Note: GLSL doesn't support 64-bits integers.
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throw new NotImplementedException();
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}
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int Sel = OpCode.Read(41, 3);
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int sel = opCode.Read(41, 3);
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bool NegA = OpCode.Read(45);
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bool AbsA = OpCode.Read(49);
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bool negA = opCode.Read(45);
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bool absA = opCode.Read(49);
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ShaderIrNode OperA;
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ShaderIrNode operA;
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switch (Oper)
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switch (oper)
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{
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case ShaderOper.CR: OperA = OpCode.Cbuf34(); break;
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case ShaderOper.Imm: OperA = OpCode.Imm19_20(); break;
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case ShaderOper.RR: OperA = OpCode.Gpr20(); break;
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case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
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case ShaderOper.Imm: operA = opCode.Imm19_20(); break;
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case ShaderOper.Rr: operA = opCode.Gpr20(); break;
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default: throw new ArgumentException(nameof(Oper));
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default: throw new ArgumentException(nameof(oper));
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}
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OperA = GetAluIabsIneg(OperA, AbsA, NegA);
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operA = GetAluIabsIneg(operA, absA, negA);
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bool Signed = Type >= IntType.S8;
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bool signed = type >= IntType.S8;
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int Shift = Sel * 8;
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int shift = sel * 8;
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int Size = 8 << ((int)Type & 3);
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int size = 8 << ((int)type & 3);
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if (Shift != 0)
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if (shift != 0)
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{
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OperA = new ShaderIrOp(ShaderIrInst.Asr, OperA, new ShaderIrOperImm(Shift));
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operA = new ShaderIrOp(ShaderIrInst.Asr, operA, new ShaderIrOperImm(shift));
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}
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if (Size < 32)
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if (size < 32)
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{
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OperA = ExtendTo32(OperA, Signed, Size);
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operA = ExtendTo32(operA, signed, size);
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}
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ShaderIrInst Inst = Signed
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ShaderIrInst inst = signed
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? ShaderIrInst.Stof
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: ShaderIrInst.Utof;
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ShaderIrNode Op = new ShaderIrOp(Inst, OperA);
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ShaderIrNode op = new ShaderIrOp(inst, operA);
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Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op)));
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block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
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}
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private static void EmitI2i(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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private static void EmitI2I(ShaderIrBlock block, long opCode, ShaderOper oper)
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{
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IntType Type = GetIntType(OpCode);
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IntType type = GetIntType(opCode);
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if (Type == IntType.U64 ||
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Type == IntType.S64)
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if (type == IntType.U64 ||
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type == IntType.S64)
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{
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//TODO: 64-bits support.
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//Note: GLSL doesn't support 64-bits integers.
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throw new NotImplementedException();
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}
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int Sel = OpCode.Read(41, 3);
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int sel = opCode.Read(41, 3);
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bool NegA = OpCode.Read(45);
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bool AbsA = OpCode.Read(49);
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bool SatA = OpCode.Read(50);
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bool negA = opCode.Read(45);
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bool absA = opCode.Read(49);
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bool satA = opCode.Read(50);
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ShaderIrNode OperA;
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ShaderIrNode operA;
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switch (Oper)
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switch (oper)
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{
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case ShaderOper.CR: OperA = OpCode.Cbuf34(); break;
|
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case ShaderOper.Immf: OperA = OpCode.Immf19_20(); break;
|
||||
case ShaderOper.RR: OperA = OpCode.Gpr20(); break;
|
||||
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));
|
||||
default: throw new ArgumentException(nameof(oper));
|
||||
}
|
||||
|
||||
OperA = GetAluIabsIneg(OperA, AbsA, NegA);
|
||||
operA = GetAluIabsIneg(operA, absA, negA);
|
||||
|
||||
bool Signed = Type >= IntType.S8;
|
||||
bool signed = type >= IntType.S8;
|
||||
|
||||
int Shift = Sel * 8;
|
||||
int shift = sel * 8;
|
||||
|
||||
int Size = 8 << ((int)Type & 3);
|
||||
int size = 8 << ((int)type & 3);
|
||||
|
||||
if (Shift != 0)
|
||||
if (shift != 0)
|
||||
{
|
||||
OperA = new ShaderIrOp(ShaderIrInst.Asr, OperA, new ShaderIrOperImm(Shift));
|
||||
operA = new ShaderIrOp(ShaderIrInst.Asr, operA, new ShaderIrOperImm(shift));
|
||||
}
|
||||
|
||||
if (Size < 32)
|
||||
if (size < 32)
|
||||
{
|
||||
uint Mask = uint.MaxValue >> (32 - Size);
|
||||
uint mask = uint.MaxValue >> (32 - size);
|
||||
|
||||
if (SatA)
|
||||
if (satA)
|
||||
{
|
||||
uint CMin = 0;
|
||||
uint CMax = Mask;
|
||||
uint cMin = 0;
|
||||
uint cMax = mask;
|
||||
|
||||
if (Signed)
|
||||
if (signed)
|
||||
{
|
||||
uint HalfMask = Mask >> 1;
|
||||
uint halfMask = mask >> 1;
|
||||
|
||||
CMin -= HalfMask + 1;
|
||||
CMax = HalfMask;
|
||||
cMin -= halfMask + 1;
|
||||
cMax = halfMask;
|
||||
}
|
||||
|
||||
ShaderIrOperImm IMin = new ShaderIrOperImm((int)CMin);
|
||||
ShaderIrOperImm IMax = new ShaderIrOperImm((int)CMax);
|
||||
ShaderIrOperImm min = new ShaderIrOperImm((int)cMin);
|
||||
ShaderIrOperImm max = new ShaderIrOperImm((int)cMax);
|
||||
|
||||
OperA = new ShaderIrOp(Signed
|
||||
operA = new ShaderIrOp(signed
|
||||
? ShaderIrInst.Clamps
|
||||
: ShaderIrInst.Clampu, OperA, IMin, IMax);
|
||||
: ShaderIrInst.Clampu, operA, min, max);
|
||||
}
|
||||
else
|
||||
{
|
||||
OperA = ExtendTo32(OperA, Signed, Size);
|
||||
operA = ExtendTo32(operA, signed, size);
|
||||
}
|
||||
}
|
||||
|
||||
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), OperA)));
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operA)));
|
||||
}
|
||||
|
||||
private static void EmitSel(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
|
||||
private static void EmitSel(ShaderIrBlock block, long opCode, ShaderOper oper)
|
||||
{
|
||||
ShaderIrOperGpr Dst = OpCode.Gpr0();
|
||||
ShaderIrNode Pred = OpCode.Pred39N();
|
||||
ShaderIrOperGpr dst = opCode.Gpr0();
|
||||
ShaderIrNode pred = opCode.Pred39N();
|
||||
|
||||
ShaderIrNode ResultA = OpCode.Gpr8();
|
||||
ShaderIrNode ResultB;
|
||||
ShaderIrNode resultA = opCode.Gpr8();
|
||||
ShaderIrNode resultB;
|
||||
|
||||
switch (Oper)
|
||||
switch (oper)
|
||||
{
|
||||
case ShaderOper.CR: ResultB = OpCode.Cbuf34(); break;
|
||||
case ShaderOper.Imm: ResultB = OpCode.Imm19_20(); break;
|
||||
case ShaderOper.RR: ResultB = OpCode.Gpr20(); break;
|
||||
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));
|
||||
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, resultA), false)));
|
||||
|
||||
Block.AddNode(OpCode.PredNode(new ShaderIrCond(Pred, new ShaderIrAsg(Dst, ResultB), true)));
|
||||
block.AddNode(opCode.PredNode(new ShaderIrCond(pred, new ShaderIrAsg(dst, resultB), true)));
|
||||
}
|
||||
|
||||
private static IntType GetIntType(long OpCode)
|
||||
private static IntType GetIntType(long opCode)
|
||||
{
|
||||
bool Signed = OpCode.Read(13);
|
||||
bool signed = opCode.Read(13);
|
||||
|
||||
IntType Type = (IntType)(OpCode.Read(10, 3));
|
||||
IntType type = (IntType)(opCode.Read(10, 3));
|
||||
|
||||
if (Signed)
|
||||
if (signed)
|
||||
{
|
||||
Type += (int)IntType.S8;
|
||||
type += (int)IntType.S8;
|
||||
}
|
||||
|
||||
return Type;
|
||||
return type;
|
||||
}
|
||||
|
||||
private static FloatType GetFloatType(long OpCode)
|
||||
private static FloatType GetFloatType(long opCode)
|
||||
{
|
||||
return (FloatType)(OpCode.Read(8, 3));
|
||||
return (FloatType)(opCode.Read(8, 3));
|
||||
}
|
||||
|
||||
private static ShaderIrInst GetRoundInst(long OpCode)
|
||||
private static ShaderIrInst GetRoundInst(long opCode)
|
||||
{
|
||||
switch (OpCode.Read(39, 3))
|
||||
switch (opCode.Read(39, 3))
|
||||
{
|
||||
case 1: return ShaderIrInst.Floor;
|
||||
case 2: return ShaderIrInst.Ceil;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue