mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-27 04:23:01 +00:00
48f6570557
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
60 lines
No EOL
2 KiB
C#
60 lines
No EOL
2 KiB
C#
// ReSharper disable InconsistentNaming
|
|
using Ryujinx.Graphics.Shader.Instructions;
|
|
|
|
namespace Ryujinx.Graphics.Shader.Decoders
|
|
{
|
|
class OpCodeTextureScalar : OpCodeTextureBase
|
|
{
|
|
#region "Component mask LUT"
|
|
private const int ____ = 0x0;
|
|
private const int R___ = 0x1;
|
|
private const int _G__ = 0x2;
|
|
private const int RG__ = 0x3;
|
|
private const int __B_ = 0x4;
|
|
private const int RGB_ = 0x7;
|
|
private const int ___A = 0x8;
|
|
private const int R__A = 0x9;
|
|
private const int _G_A = 0xa;
|
|
private const int RG_A = 0xb;
|
|
private const int __BA = 0xc;
|
|
private const int R_BA = 0xd;
|
|
private const int _GBA = 0xe;
|
|
private const int RGBA = 0xf;
|
|
|
|
private static int[,] _maskLut = new int[,]
|
|
{
|
|
{ R___, _G__, __B_, ___A, RG__, R__A, _G_A, __BA },
|
|
{ RGB_, RG_A, R_BA, _GBA, RGBA, ____, ____, ____ }
|
|
};
|
|
#endregion
|
|
|
|
public Register Rd0 { get; }
|
|
public Register Ra { get; }
|
|
public Register Rb { get; }
|
|
public Register Rd1 { get; }
|
|
|
|
public int ComponentMask { get; protected set; }
|
|
|
|
protected int RawType;
|
|
|
|
public bool IsFp16 { get; protected set; }
|
|
|
|
public new static OpCode Create(InstEmitter emitter, ulong address, long opCode) => new OpCodeTextureScalar(emitter, address, opCode);
|
|
|
|
public OpCodeTextureScalar(InstEmitter emitter, ulong address, long opCode) : base(emitter, address, opCode)
|
|
{
|
|
Rd0 = new Register(opCode.Extract(0, 8), RegisterType.Gpr);
|
|
Ra = new Register(opCode.Extract(8, 8), RegisterType.Gpr);
|
|
Rb = new Register(opCode.Extract(20, 8), RegisterType.Gpr);
|
|
Rd1 = new Register(opCode.Extract(28, 8), RegisterType.Gpr);
|
|
|
|
int compSel = opCode.Extract(50, 3);
|
|
|
|
RawType = opCode.Extract(53, 4);
|
|
|
|
IsFp16 = !opCode.Extract(59);
|
|
|
|
ComponentMask = _maskLut[Rd1.IsRZ ? 0 : 1, compSel];
|
|
}
|
|
}
|
|
} |