| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
| |
Add HSET2_IMM. Due to the complexity of the encoding avoid using
BitField unions and read the relevant bits from the code itself.
This is less error prone.
|
| |
|
|
|
|
|
|
|
|
|
| |
Instead of having a vector of unique_ptr stored in a vector and
returning star pointers to this, use shared_ptr. While changing
initialization code, move it to a separate file when possible.
This is a first step to allow code analysis and node generation beyond
the ShaderIR class.
|
|
|
|
| |
Keeps the shader code file endings consistent.
|
|
|
|
|
|
|
| |
Amends cases where we were using things that were indirectly being
satisfied through other headers. This way, if those headers change and
eliminate dependencies on other headers in the future, we don't have
cascading compilation errors.
|
|
|
|
|
|
|
| |
Operations done before the main half float operation (like HAdd) were
managing a packed value instead of the unpacked one. Adding an unpacked
operation allows us to drop the per-operand MetaHalfArithmetic entry,
simplifying the code overall.
|
| |
|
|
|
|
| |
It's not always used as a basic block. Rename it for consistency.
|
|
|
|
|
|
|
|
|
| |
Some games call LDG at the top of a basic block, making the tracking
heuristic to fail. This commit lets the heuristic the decoded nodes as a
whole instead of per basic blocks.
This may lead to some false positives but allows it the heuristic to
track cases it previously couldn't.
|
| |
|
| |
|
| |
|
|
|