Merge shader branch, adding support for GLSL decompilation, a macro
interpreter, and a rewrite of the GPU code.
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77 changed files with 5301 additions and 766 deletions
128
Ryujinx.Graphics/Gal/Shader/ShaderDecodeMove.cs
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128
Ryujinx.Graphics/Gal/Shader/ShaderDecodeMove.cs
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using System;
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using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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static partial class ShaderDecode
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{
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private enum IntType
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{
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U8 = 0,
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U16 = 1,
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U32 = 2,
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U64 = 3,
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S8 = 4,
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S16 = 5,
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S32 = 6,
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S64 = 7
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}
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private enum FloatType
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{
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F16 = 1,
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F32 = 2,
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F64 = 3
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}
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public static void I2f_C(ShaderIrBlock Block, long OpCode)
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{
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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)
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{
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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)
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{
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EmitI2f(Block, OpCode, ShaderOper.RR);
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}
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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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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 = (int)(OpCode >> 41) & 3;
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bool Na = ((OpCode >> 45) & 1) != 0;
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bool Aa = ((OpCode >> 49) & 1) != 0;
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ShaderIrNode OperA;
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switch (Oper)
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{
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case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
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case ShaderOper.Imm: OperA = GetOperImm19_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 = GetAluAbsNeg(OperA, Aa, Na);
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bool Signed = Type >= IntType.S8;
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int Shift = Sel * 8;
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int Size = 8 << ((int)Type & 3);
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ulong Mask = ulong.MaxValue >> (64 - Size);
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int Mask32 = (int)Mask;
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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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}
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if (Mask != uint.MaxValue)
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{
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OperA = new ShaderIrOp(ShaderIrInst.And, OperA, new ShaderIrOperImm(Mask32));
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}
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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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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
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}
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public static void Mov32i(ShaderIrBlock Block, long OpCode)
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{
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ShaderIrOperImm Imm = GetOperImm32_20(OpCode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Imm), OpCode));
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}
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private static IntType GetIntType(long OpCode)
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{
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bool Signed = ((OpCode >> 13) & 1) != 0;
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IntType Type = (IntType)((OpCode >> 10) & 3);
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if (Signed)
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{
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Type += (int)IntType.S8;
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}
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return Type;
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}
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private static FloatType GetFloatType(long OpCode)
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{
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return (FloatType)((OpCode >> 8) & 3);
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}
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}
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}
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