// 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 { 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