yuzu/src/video_core/shader/decode/bfe.cpp
ReinUsesLisp bf4dfb3ad4 shader: Use shared_ptr to store nodes and move initialization to file
Instead of having a vector of unique_ptr stored in a vector and
returning star pointers to this, use shared_ptr. While changing
initialization code, move it to a separate file when possible.

This is a first step to allow code analysis and node generation beyond
the ShaderIR class.
2019-06-05 20:41:52 -03:00

51 lines
1.7 KiB
C++

// 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::DecodeBfe(NodeBlock& bb, u32 pc) {
const Instruction instr = {program_code[pc]};
const auto opcode = OpCode::Decode(instr);
UNIMPLEMENTED_IF(instr.bfe.negate_b);
Node op_a = GetRegister(instr.gpr8);
op_a = GetOperandAbsNegInteger(op_a, false, instr.bfe.negate_a, false);
switch (opcode->get().GetId()) {
case OpCode::Id::BFE_IMM: {
UNIMPLEMENTED_IF_MSG(instr.generates_cc,
"Condition codes generation in BFE is not implemented");
const Node inner_shift_imm = Immediate(static_cast<u32>(instr.bfe.GetLeftShiftValue()));
const Node outer_shift_imm =
Immediate(static_cast<u32>(instr.bfe.GetLeftShiftValue() + instr.bfe.shift_position));
const Node inner_shift =
Operation(OperationCode::ILogicalShiftLeft, NO_PRECISE, op_a, inner_shift_imm);
const Node outer_shift =
Operation(OperationCode::ILogicalShiftRight, NO_PRECISE, inner_shift, outer_shift_imm);
SetInternalFlagsFromInteger(bb, outer_shift, instr.generates_cc);
SetRegister(bb, instr.gpr0, outer_shift);
break;
}
default:
UNIMPLEMENTED_MSG("Unhandled BFE instruction: {}", opcode->get().GetName());
}
return pc;
}
} // namespace VideoCommon::Shader