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using System;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
public static void Bra(ShaderIrBlock Block, long OpCode, int Position)
{
if ((OpCode & 0x20) != 0)
{
//This reads the target offset from the constant buffer.
//Almost impossible to support with GLSL.
throw new NotImplementedException();
}
ShaderIrOperImm Imm = new ShaderIrOperImm(Position + OpCode.Branch());
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Bra, Imm)));
}
public static void Exit(ShaderIrBlock Block, long OpCode, int Position)
{
int CCode = (int)OpCode & 0x1f;
//TODO: Figure out what the other condition codes mean...
if (CCode == 0xf)
{
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Exit)));
}
}
public static void Kil(ShaderIrBlock Block, long OpCode, int Position)
{
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Kil)));
}
public static void Ssy(ShaderIrBlock Block, long OpCode, int Position)
{
if ((OpCode & 0x20) != 0)
{
//This reads the target offset from the constant buffer.
//Almost impossible to support with GLSL.
throw new NotImplementedException();
}
ShaderIrOperImm Imm = new ShaderIrOperImm(Position + OpCode.Branch());
Block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, Imm));
}
public static void Sync(ShaderIrBlock Block, long OpCode, int Position)
{
//TODO: Implement Sync condition codes
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Sync)));
}
}
}
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