ce1d5be212
* Move GPU LLE emulation from HLE to Graphics * Graphics: Move Gal/Texture to Texture * Remove Engines/ directory and namespace * Use tables for image formats * Abstract OpCode decoding * Simplify image table * Do not leak Read* symbols in TextureReader * Fixups * Rename IGalFrameBuffer -> IGalRenderTarget * Remove MaxBpp hardcoded value * Change yet again texture data and add G8R8 flipping * Rename GalFrameBufferFormat to GalSurfaceFormat * Unident EnsureSetup in ImageHandler * Add IsCompressed * Address some feedback
67 lines
No EOL
2 KiB
C#
67 lines
No EOL
2 KiB
C#
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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public static void Bra(ShaderIrBlock Block, long OpCode, long Position)
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{
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if ((OpCode & 0x20) != 0)
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{
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//This reads the target offset from the constant buffer.
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//Almost impossible to support with GLSL.
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throw new NotImplementedException();
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}
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int Target = OpCode.Branch();
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ShaderIrOperImm Imm = new ShaderIrOperImm(Target);
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Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Bra, Imm)));
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}
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public static void Exit(ShaderIrBlock Block, long OpCode, long Position)
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{
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int CCode = (int)OpCode & 0x1f;
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//TODO: Figure out what the other condition codes mean...
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if (CCode == 0xf)
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{
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Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Exit)));
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}
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}
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public static void Kil(ShaderIrBlock Block, long OpCode, long Position)
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{
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Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Kil)));
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}
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public static void Ssy(ShaderIrBlock Block, long OpCode, long Position)
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{
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if ((OpCode & 0x20) != 0)
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{
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//This reads the target offset from the constant buffer.
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//Almost impossible to support with GLSL.
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throw new NotImplementedException();
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}
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int Offset = OpCode.Branch();
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int Target = (int)(Position + Offset);
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ShaderIrOperImm Imm = new ShaderIrOperImm(Target);
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Block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, Imm));
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}
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public static void Sync(ShaderIrBlock Block, long OpCode, long Position)
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{
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//TODO: Implement Sync condition codes
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Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Sync)));
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}
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}
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} |