e6eeb6f09f
* Add WIP support for Vertex Program A, add the FADD_I32 shader instruction, small fix on FFMA_I encoding, nits * Add separate subroutines for program A/B, and copy attributes to a temp * Move finalization code to main * Add new line after flip uniform on the shader * Handle possible case where VPB uses an output attribute written by VPA but not available on the vbo * Address PR feedback
42 lines
No EOL
1.2 KiB
C#
42 lines
No EOL
1.2 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)
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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)
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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)
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{
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Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Kil), OpCode));
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}
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}
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} |