Fix FMUL and TEXS shader instructions (#347)

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gdkchan 2018-08-13 19:46:36 -03:00 committed by GitHub
parent 6e48312052
commit 4f499b6845
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 87 additions and 51 deletions

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@ -23,12 +23,12 @@ namespace Ryujinx.Graphics.Gal.Shader
public static void Fadd_C(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fadd);
EmitFadd(Block, OpCode, ShaderOper.CR);
}
public static void Fadd_I(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fadd);
EmitFadd(Block, OpCode, ShaderOper.Immf);
}
public static void Fadd_I32(ShaderIrBlock Block, long OpCode)
@ -51,7 +51,7 @@ namespace Ryujinx.Graphics.Gal.Shader
public static void Fadd_R(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fadd);
EmitFadd(Block, OpCode, ShaderOper.RR);
}
public static void Ffma_CR(ShaderIrBlock Block, long OpCode)
@ -101,17 +101,17 @@ namespace Ryujinx.Graphics.Gal.Shader
public static void Fmul_C(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.CR, ShaderIrInst.Fmul);
EmitFmul(Block, OpCode, ShaderOper.CR);
}
public static void Fmul_I(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fmul);
EmitFmul(Block, OpCode, ShaderOper.Immf);
}
public static void Fmul_R(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fmul);
EmitFmul(Block, OpCode, ShaderOper.RR);
}
public static void Fset_C(ShaderIrBlock Block, long OpCode)
@ -519,40 +519,6 @@ namespace Ryujinx.Graphics.Gal.Shader
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
private static void EmitAluBinaryF(
ShaderIrBlock Block,
long OpCode,
ShaderOper Oper,
ShaderIrInst Inst)
{
bool NegB = ((OpCode >> 45) & 1) != 0;
bool AbsA = ((OpCode >> 46) & 1) != 0;
bool NegA = ((OpCode >> 48) & 1) != 0;
bool AbsB = ((OpCode >> 49) & 1) != 0;
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
if (Inst == ShaderIrInst.Fadd)
{
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
}
switch (Oper)
{
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
OperB = GetAluFabsFneg(OperB, AbsB, NegB);
ShaderIrNode Op = new ShaderIrOp(Inst, OperA, OperB);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
private static void EmitBfe(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
//TODO: Handle the case where position + length
@ -609,6 +575,55 @@ namespace Ryujinx.Graphics.Gal.Shader
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
private static void EmitFadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
bool NegB = ((OpCode >> 45) & 1) != 0;
bool AbsA = ((OpCode >> 46) & 1) != 0;
bool NegA = ((OpCode >> 48) & 1) != 0;
bool AbsB = ((OpCode >> 49) & 1) != 0;
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
switch (Oper)
{
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
OperB = GetAluFabsFneg(OperB, AbsB, NegB);
ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
private static void EmitFmul(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
bool NegB = ((OpCode >> 48) & 1) != 0;
ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
switch (Oper)
{
case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
case ShaderOper.Immf: OperB = GetOperImmf19_20(OpCode); break;
case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
OperB = GetAluFneg(OperB, NegB);
ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
private static void EmitFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
bool NegB = ((OpCode >> 48) & 1) != 0;