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// 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;
}
default:
UNIMPLEMENTED_MSG("Unhandled instruction: {}", opcode->get().GetName());
}
return pc;
}
} // namespace VideoCommon::Shader
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