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// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/assert.h"
#include "common/common_types.h"
#include "video_core/engines/shader_bytecode.h"
#include "video_core/shader/node_helper.h"
#include "video_core/shader/shader_ir.h"
namespace VideoCommon::Shader {
using Tegra::Shader::Instruction;
using Tegra::Shader::OpCode;
u32 ShaderIR::DecodeBfi(NodeBlock& bb, u32 pc) {
const Instruction instr = {program_code[pc]};
const auto opcode = OpCode::Decode(instr);
const auto [packed_shift, base] = [&]() -> std::pair<Node, Node> {
switch (opcode->get().GetId()) {
case OpCode::Id::BFI_RC:
return {GetRegister(instr.gpr39),
GetConstBuffer(instr.cbuf34.index, instr.cbuf34.GetOffset())};
case OpCode::Id::BFI_IMM_R:
return {Immediate(instr.alu.GetSignedImm20_20()), GetRegister(instr.gpr39)};
default:
UNREACHABLE();
return {Immediate(0), Immediate(0)};
}
}();
const Node insert = GetRegister(instr.gpr8);
const Node offset = BitfieldExtract(packed_shift, 0, 8);
const Node bits = BitfieldExtract(packed_shift, 8, 8);
const Node value =
Operation(OperationCode::UBitfieldInsert, PRECISE, base, insert, offset, bits);
SetInternalFlagsFromInteger(bb, value, instr.generates_cc);
SetRegister(bb, instr.gpr0, value);
return pc;
}
} // namespace VideoCommon::Shader
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