[GPU] Add more shader instructions, add support for rgb565 textures

This commit is contained in:
gdkchan 2018-04-10 16:50:32 -03:00
parent e9cfdef098
commit feb2680a6c
22 changed files with 817 additions and 238 deletions

View file

@ -36,24 +36,56 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
public static void Texq(ShaderIrBlock Block, long OpCode)
{
ShaderIrNode OperD = GetOperGpr0(OpCode);
ShaderIrNode OperA = GetOperGpr8(OpCode);
ShaderTexqInfo Info = (ShaderTexqInfo)((OpCode >> 22) & 0x1f);
ShaderIrMetaTexq Meta0 = new ShaderIrMetaTexq(Info, 0);
ShaderIrMetaTexq Meta1 = new ShaderIrMetaTexq(Info, 1);
ShaderIrNode OperC = GetOperImm13_36(OpCode);
ShaderIrOp Op0 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta0);
ShaderIrOp Op1 = new ShaderIrOp(ShaderIrInst.Texq, OperA, null, OperC, Meta1);
Block.AddNode(GetPredNode(new ShaderIrAsg(OperD, Op0), OpCode));
Block.AddNode(GetPredNode(new ShaderIrAsg(OperA, Op1), OpCode)); //Is this right?
}
public static void Texs(ShaderIrBlock Block, long OpCode)
{
EmitTex(Block, OpCode, ShaderIrInst.Texs);
}
public static void Tlds(ShaderIrBlock Block, long OpCode)
{
EmitTex(Block, OpCode, ShaderIrInst.Txlf);
}
private static void EmitTex(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
{
//TODO: Support other formats.
ShaderIrNode OperA = GetOperGpr8 (OpCode);
ShaderIrNode OperB = GetOperGpr20 (OpCode);
ShaderIrNode OperC = GetOperGpr28 (OpCode);
ShaderIrNode OperD = GetOperImm13_36(OpCode);
ShaderIrNode OperA = GetOperGpr8 (OpCode);
ShaderIrNode OperB = GetOperGpr20 (OpCode);
ShaderIrNode OperC = GetOperImm13_36(OpCode);
for (int Ch = 0; Ch < 4; Ch++)
{
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Texr + Ch, OperA, OperB, OperD);
ShaderIrOperGpr Dst = (Ch >> 1) != 0
? GetOperGpr28(OpCode)
: GetOperGpr0 (OpCode);
ShaderIrOperGpr Dst = GetOperGpr0(OpCode);
Dst.Index += Ch & 1;
Dst.Index += Ch;
ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
Block.AddNode(new ShaderIrAsg(Dst, Op));
}
ShaderIrOp Op = new ShaderIrOp(Inst, OperA, OperB, OperC, Meta);
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Op), OpCode));
}
}
}
}