public static ShaderIrOperAbuf[] GetOperAbuf20(long OpCode) { int Abuf = (int)(OpCode >> 20) & 0x3ff; int Reg = (int)(OpCode >> 39) & 0xff; int Size = (int)(OpCode >> 47) & 3; ShaderIrOperAbuf[] Opers = new ShaderIrOperAbuf[Size + 1]; for (int Index = 0; Index <= Size; Index++) { Opers[Index] = new ShaderIrOperAbuf(Abuf, Reg); } return(Opers); }
private static ShaderIrOperAbuf[] Abuf20(this long OpCode) { int Abuf = OpCode.Read(20, 0x3ff); int Size = OpCode.Read(47, 3); ShaderIrOperGpr Vertex = OpCode.Gpr39(); ShaderIrOperAbuf[] Opers = new ShaderIrOperAbuf[Size + 1]; for (int Index = 0; Index <= Size; Index++) { Opers[Index] = new ShaderIrOperAbuf(Abuf + Index * 4, Vertex); } return(Opers); }
private static ShaderIrOperAbuf[] Abuf20(this long opCode) { int abuf = opCode.Read(20, 0x3ff); int size = opCode.Read(47, 3); ShaderIrOperGpr vertex = opCode.Gpr39(); ShaderIrOperAbuf[] opers = new ShaderIrOperAbuf[size + 1]; for (int index = 0; index <= size; index++) { opers[index] = new ShaderIrOperAbuf(abuf + index * 4, vertex); } return(opers); }
public static ShaderIrOperAbuf[] GetOperAbuf20(long OpCode) { int Abuf = (int)(OpCode >> 20) & 0x3ff; int Size = (int)(OpCode >> 47) & 3; ShaderIrOperGpr Vertex = GetOperGpr39(OpCode); ShaderIrOperAbuf[] Opers = new ShaderIrOperAbuf[Size + 1]; for (int Index = 0; Index <= Size; Index++) { Opers[Index] = new ShaderIrOperAbuf(Abuf + Index * 4, Vertex); } return(Opers); }