67 lines
2.5 KiB
C++
67 lines
2.5 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/shader_ir.h"
|
|
|
|
namespace VideoCommon::Shader {
|
|
|
|
using Tegra::Shader::Instruction;
|
|
using Tegra::Shader::OpCode;
|
|
|
|
u32 ShaderIR::DecodeOther(BasicBlock& bb, u32 pc) {
|
|
const Instruction instr = {program_code[pc]};
|
|
const auto opcode = OpCode::Decode(instr);
|
|
|
|
switch (opcode->get().GetId()) {
|
|
case OpCode::Id::EXIT: {
|
|
const Tegra::Shader::ConditionCode cc = instr.flow_condition_code;
|
|
UNIMPLEMENTED_IF_MSG(cc != Tegra::Shader::ConditionCode::T, "EXIT condition code used: {}",
|
|
static_cast<u32>(cc));
|
|
|
|
switch (instr.flow.cond) {
|
|
case Tegra::Shader::FlowCondition::Always:
|
|
bb.push_back(Operation(OperationCode::Exit));
|
|
if (instr.pred.pred_index == static_cast<u64>(Tegra::Shader::Pred::UnusedIndex)) {
|
|
// If this is an unconditional exit then just end processing here,
|
|
// otherwise we have to account for the possibility of the condition
|
|
// not being met, so continue processing the next instruction.
|
|
pc = MAX_PROGRAM_LENGTH - 1;
|
|
}
|
|
break;
|
|
|
|
case Tegra::Shader::FlowCondition::Fcsm_Tr:
|
|
// TODO(bunnei): What is this used for? If we assume this conditon is not
|
|
// satisifed, dual vertex shaders in Farming Simulator make more sense
|
|
UNIMPLEMENTED_MSG("Skipping unknown FlowCondition::Fcsm_Tr");
|
|
break;
|
|
|
|
default:
|
|
UNIMPLEMENTED_MSG("Unhandled flow condition: {}",
|
|
static_cast<u32>(instr.flow.cond.Value()));
|
|
}
|
|
break;
|
|
}
|
|
case OpCode::Id::IPA: {
|
|
const auto& attribute = instr.attribute.fmt28;
|
|
const Tegra::Shader::IpaMode input_mode{instr.ipa.interp_mode.Value(),
|
|
instr.ipa.sample_mode.Value()};
|
|
|
|
const Node input_attr = GetInputAttribute(attribute.index, attribute.element, input_mode);
|
|
const Node ipa = Operation(OperationCode::Ipa, input_attr);
|
|
const Node value = GetSaturatedFloat(ipa, instr.ipa.saturate);
|
|
|
|
SetRegister(bb, instr.gpr0, value);
|
|
break;
|
|
}
|
|
default:
|
|
UNIMPLEMENTED_MSG("Unhandled instruction: {}", opcode->get().GetName());
|
|
}
|
|
|
|
return pc;
|
|
}
|
|
|
|
} // namespace VideoCommon::Shader
|