Some small gpu improvements and shader improvements, add support for ASTC 4x4 textures (slow!)
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aeb1bbf50c
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53a6922f87
11 changed files with 332 additions and 100 deletions
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@ -243,6 +243,75 @@ namespace Ryujinx.Graphics.Gal.Shader
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
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}
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public static void Psetp(ShaderIrBlock Block, long OpCode)
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{
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bool NegA = ((OpCode >> 15) & 1) != 0;
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bool NegB = ((OpCode >> 32) & 1) != 0;
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bool NegP = ((OpCode >> 42) & 1) != 0;
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ShaderIrInst LopInst = GetBLop24(OpCode);
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ShaderIrNode OperA = GetOperPred12(OpCode);
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ShaderIrNode OperB = GetOperPred29(OpCode);
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if (NegA)
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{
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OperA = new ShaderIrOp(ShaderIrInst.Bnot, OperA);
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}
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if (NegB)
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{
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OperB = new ShaderIrOp(ShaderIrInst.Bnot, OperB);
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}
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ShaderIrOp Op = new ShaderIrOp(LopInst, OperA, OperB);
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ShaderIrOperPred P0Node = GetOperPred3 (OpCode);
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ShaderIrOperPred P1Node = GetOperPred0 (OpCode);
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ShaderIrOperPred P2Node = GetOperPred39(OpCode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
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LopInst = GetBLop45(OpCode);
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if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
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{
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return;
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}
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ShaderIrNode P2NNode = P2Node;
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if (NegP)
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{
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P2NNode = new ShaderIrOp(ShaderIrInst.Bnot, P2NNode);
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}
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Op = new ShaderIrOp(ShaderIrInst.Bnot, P0Node);
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Op = new ShaderIrOp(LopInst, Op, P2NNode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(P1Node, Op), OpCode));
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Op = new ShaderIrOp(LopInst, P0Node, P2NNode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
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}
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public static void Rro_C(ShaderIrBlock Block, long OpCode)
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{
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EmitRro(Block, OpCode, ShaderOper.CR);
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}
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public static void Rro_I(ShaderIrBlock Block, long OpCode)
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{
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EmitRro(Block, OpCode, ShaderOper.Immf);
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}
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public static void Rro_R(ShaderIrBlock Block, long OpCode)
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{
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EmitRro(Block, OpCode, ShaderOper.RR);
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}
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public static void Shl_C(ShaderIrBlock Block, long OpCode)
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{
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EmitAluBinary(Block, OpCode, ShaderOper.CR, ShaderIrInst.Lsl);
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@ -445,6 +514,33 @@ namespace Ryujinx.Graphics.Gal.Shader
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
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}
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private static void EmitIscadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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bool NegB = ((OpCode >> 48) & 1) != 0;
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bool NegA = ((OpCode >> 49) & 1) != 0;
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ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
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ShaderIrOperImm Scale = GetOperImm5_39(OpCode);
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switch (Oper)
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{
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case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
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case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
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default: throw new ArgumentException(nameof(Oper));
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}
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OperA = GetAluIneg(OperA, NegA);
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OperB = GetAluIneg(OperB, NegB);
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ShaderIrOp ScaleOp = new ShaderIrOp(ShaderIrInst.Lsl, OperA, Scale);
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ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, OperB, ScaleOp);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
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}
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private static void EmitFmnmx(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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EmitMnmx(Block, OpCode, true, Oper);
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@ -524,31 +620,27 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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}
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private static void EmitIscadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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public static void EmitRro(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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{
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bool NegB = ((OpCode >> 48) & 1) != 0;
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bool NegA = ((OpCode >> 49) & 1) != 0;
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//Note: this is a range reduction instruction and is supposed to
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//be used with Mufu, here it just moves the value and ignores the operation.
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bool NegA = ((OpCode >> 45) & 1) != 0;
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bool AbsA = ((OpCode >> 49) & 1) != 0;
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ShaderIrNode OperA = GetOperGpr8(OpCode), OperB;
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ShaderIrOperImm Scale = GetOperImm5_39(OpCode);
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ShaderIrNode OperA;
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switch (Oper)
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{
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case ShaderOper.CR: OperB = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Imm: OperB = GetOperImm19_20(OpCode); break;
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case ShaderOper.RR: OperB = GetOperGpr20 (OpCode); break;
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case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Immf: OperA = GetOperImmf19_20(OpCode); break;
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case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); break;
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default: throw new ArgumentException(nameof(Oper));
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}
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OperA = GetAluIneg(OperA, NegA);
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OperB = GetAluIneg(OperB, NegB);
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OperA = GetAluFabsFneg(OperA, AbsA, NegA);
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ShaderIrOp ScaleOp = new ShaderIrOp(ShaderIrInst.Lsl, OperA, Scale);
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ShaderIrOp AddOp = new ShaderIrOp(ShaderIrInst.Add, OperB, ScaleOp);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), AddOp), OpCode));
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
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}
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private static void EmitFset(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
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@ -597,7 +689,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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ShaderIrOp Op = new ShaderIrOp(CmpInst, OperA, OperB);
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ShaderIrInst LopInst = GetBLop(OpCode);
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ShaderIrInst LopInst = GetBLop45(OpCode);
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ShaderIrOperPred PNode = GetOperPred39(OpCode);
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@ -685,7 +777,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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Block.AddNode(GetPredNode(new ShaderIrAsg(P0Node, Op), OpCode));
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ShaderIrInst LopInst = GetBLop(OpCode);
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ShaderIrInst LopInst = GetBLop45(OpCode);
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if (LopInst == ShaderIrInst.Band && P1Node.IsConst && P2Node.IsConst)
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{
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