Ryujinx-uplift/Ryujinx.Graphics/Gal/Shader/ShaderDecodeSpecial.cs
gdkchan d4187aaa9d
Allow "reinterpretation" of framebuffer/zeta formats (#418)
* (Re)Implement format reinterpretation, other changes

* Implement writeback to guest memory, some refactoring

* More refactoring, implement reinterpretation the old way again

* Clean up

* Some fixes on M2MF (old Dma engine), added partial support for P2MF, fix conditional ssy, add Z24S8 zeta format, other fixes

* nit: Formatting

* Address PR feedback
2018-09-18 01:30:35 -03:00

25 lines
748 B
C#

namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
public static void Out_R(ShaderIrBlock Block, long OpCode, int Position)
{
//TODO: Those registers have to be used for something
ShaderIrOperGpr Gpr0 = OpCode.Gpr0();
ShaderIrOperGpr Gpr8 = OpCode.Gpr8();
ShaderIrOperGpr Gpr20 = OpCode.Gpr20();
int Type = OpCode.Read(39, 3);
if ((Type & 1) != 0)
{
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Emit)));
}
if ((Type & 2) != 0)
{
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Cut)));
}
}
}
}