2018-05-17 20:25:42 +02:00
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using System;
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2018-04-08 21:17:35 +02:00
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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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2018-09-18 06:30:35 +02:00
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public static void Bra(ShaderIrBlock Block, long OpCode, int Position)
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2018-05-17 20:25:42 +02:00
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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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2018-09-18 06:30:35 +02:00
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ShaderIrOperImm Imm = new ShaderIrOperImm(Position + OpCode.Branch());
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2018-05-17 20:25:42 +02:00
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2018-09-08 19:51:50 +02:00
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Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Bra, Imm)));
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2018-05-17 20:25:42 +02:00
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}
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2018-09-18 06:30:35 +02:00
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public static void Exit(ShaderIrBlock Block, long OpCode, int Position)
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2018-04-08 21:17:35 +02:00
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{
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2018-06-28 04:55:08 +02:00
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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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2018-09-08 19:51:50 +02:00
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Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Exit)));
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2018-06-28 04:55:08 +02:00
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}
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2018-04-08 21:17:35 +02:00
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}
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2018-09-18 06:30:35 +02:00
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public static void Kil(ShaderIrBlock Block, long OpCode, int Position)
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2018-04-08 21:17:35 +02:00
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{
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2018-09-08 19:51:50 +02:00
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Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Kil)));
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2018-04-08 21:17:35 +02:00
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}
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2018-08-31 18:14:04 +02:00
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2018-09-18 06:30:35 +02:00
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public static void Ssy(ShaderIrBlock Block, long OpCode, int Position)
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2018-08-31 18:14:04 +02:00
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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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2018-09-18 06:30:35 +02:00
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ShaderIrOperImm Imm = new ShaderIrOperImm(Position + OpCode.Branch());
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2018-08-31 18:14:04 +02:00
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Block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, Imm));
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}
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2018-09-18 06:30:35 +02:00
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public static void Sync(ShaderIrBlock Block, long OpCode, int Position)
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2018-08-31 18:14:04 +02:00
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{
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//TODO: Implement Sync condition codes
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2018-09-08 19:51:50 +02:00
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Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Sync)));
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2018-08-31 18:14:04 +02:00
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}
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2018-04-08 21:17:35 +02:00
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}
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}
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