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42dc925c3d
* Use a program counter to control shaders' flow * Cleanup * Implement SSY/SYNC * Address feedback * Fixup commentary * Fixup Ssy instruction
67 lines
2.1 KiB
C#
67 lines
2.1 KiB
C#
using System;
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using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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static partial class ShaderDecode
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{
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public static void Bra(ShaderIrBlock Block, long OpCode, long Position)
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{
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if ((OpCode & 0x20) != 0)
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{
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//This reads the target offset from the constant buffer.
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//Almost impossible to support with GLSL.
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throw new NotImplementedException();
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}
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int Target = ((int)(OpCode >> 20) << 8) >> 8;
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ShaderIrOperImm Imm = new ShaderIrOperImm(Target);
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Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Bra, Imm), OpCode));
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}
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public static void Exit(ShaderIrBlock Block, long OpCode, long Position)
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{
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int CCode = (int)OpCode & 0x1f;
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//TODO: Figure out what the other condition codes mean...
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if (CCode == 0xf)
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{
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Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Exit), OpCode));
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}
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}
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public static void Kil(ShaderIrBlock Block, long OpCode, long Position)
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{
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Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Kil), OpCode));
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}
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public static void Ssy(ShaderIrBlock Block, long OpCode, long Position)
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{
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if ((OpCode & 0x20) != 0)
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{
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//This reads the target offset from the constant buffer.
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//Almost impossible to support with GLSL.
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throw new NotImplementedException();
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}
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int Offset = ((int)(OpCode >> 20) << 8) >> 8;
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int Target = (int)(Position + Offset);
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ShaderIrOperImm Imm = new ShaderIrOperImm(Target);
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Block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, Imm));
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}
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public static void Sync(ShaderIrBlock Block, long OpCode, long Position)
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{
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//TODO: Implement Sync condition codes
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Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Sync), OpCode));
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}
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}
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} |