Implement SSY/SYNC shader instructions (#382)
* Use a program counter to control shaders' flow * Cleanup * Implement SSY/SYNC * Address feedback * Fixup commentary * Fixup Ssy instruction
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11 changed files with 313 additions and 268 deletions
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@ -25,67 +25,67 @@ namespace Ryujinx.Graphics.Gal.Shader
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F64 = 3
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}
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public static void F2f_C(ShaderIrBlock Block, long OpCode)
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public static void F2f_C(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitF2f(Block, OpCode, ShaderOper.CR);
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}
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public static void F2f_I(ShaderIrBlock Block, long OpCode)
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public static void F2f_I(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitF2f(Block, OpCode, ShaderOper.Immf);
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}
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public static void F2f_R(ShaderIrBlock Block, long OpCode)
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public static void F2f_R(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitF2f(Block, OpCode, ShaderOper.RR);
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}
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public static void F2i_C(ShaderIrBlock Block, long OpCode)
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public static void F2i_C(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitF2i(Block, OpCode, ShaderOper.CR);
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}
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public static void F2i_I(ShaderIrBlock Block, long OpCode)
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public static void F2i_I(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitF2i(Block, OpCode, ShaderOper.Immf);
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}
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public static void F2i_R(ShaderIrBlock Block, long OpCode)
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public static void F2i_R(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitF2i(Block, OpCode, ShaderOper.RR);
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}
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public static void I2f_C(ShaderIrBlock Block, long OpCode)
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public static void I2f_C(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitI2f(Block, OpCode, ShaderOper.CR);
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}
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public static void I2f_I(ShaderIrBlock Block, long OpCode)
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public static void I2f_I(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitI2f(Block, OpCode, ShaderOper.Imm);
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}
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public static void I2f_R(ShaderIrBlock Block, long OpCode)
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public static void I2f_R(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitI2f(Block, OpCode, ShaderOper.RR);
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}
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public static void I2i_C(ShaderIrBlock Block, long OpCode)
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public static void I2i_C(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitI2i(Block, OpCode, ShaderOper.CR);
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}
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public static void I2i_I(ShaderIrBlock Block, long OpCode)
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public static void I2i_I(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitI2i(Block, OpCode, ShaderOper.Imm);
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}
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public static void I2i_R(ShaderIrBlock Block, long OpCode)
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public static void I2i_R(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitI2i(Block, OpCode, ShaderOper.RR);
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}
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public static void Isberd(ShaderIrBlock Block, long OpCode)
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public static void Isberd(ShaderIrBlock Block, long OpCode, long Position)
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{
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//This instruction seems to be used to translate from an address to a vertex index in a GS
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//Stub it as such
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@ -95,50 +95,50 @@ namespace Ryujinx.Graphics.Gal.Shader
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), GetOperGpr8(OpCode)), OpCode));
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}
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public static void Mov_C(ShaderIrBlock Block, long OpCode)
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public static void Mov_C(ShaderIrBlock Block, long OpCode, long Position)
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{
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ShaderIrOperCbuf Cbuf = GetOperCbuf34(OpCode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Cbuf), OpCode));
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}
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public static void Mov_I(ShaderIrBlock Block, long OpCode)
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public static void Mov_I(ShaderIrBlock Block, long OpCode, long Position)
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{
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ShaderIrOperImm Imm = GetOperImm19_20(OpCode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Imm), OpCode));
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}
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public static void Mov_I32(ShaderIrBlock Block, long OpCode)
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public static void Mov_I32(ShaderIrBlock Block, long OpCode, long Position)
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{
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ShaderIrOperImm Imm = GetOperImm32_20(OpCode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Imm), OpCode));
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}
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public static void Mov_R(ShaderIrBlock Block, long OpCode)
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public static void Mov_R(ShaderIrBlock Block, long OpCode, long Position)
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{
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ShaderIrOperGpr Gpr = GetOperGpr20(OpCode);
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Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Gpr), OpCode));
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}
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public static void Sel_C(ShaderIrBlock Block, long OpCode)
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public static void Sel_C(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitSel(Block, OpCode, ShaderOper.CR);
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}
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public static void Sel_I(ShaderIrBlock Block, long OpCode)
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public static void Sel_I(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitSel(Block, OpCode, ShaderOper.Imm);
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}
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public static void Sel_R(ShaderIrBlock Block, long OpCode)
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public static void Sel_R(ShaderIrBlock Block, long OpCode, long Position)
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{
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EmitSel(Block, OpCode, ShaderOper.RR);
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}
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public static void Mov_S(ShaderIrBlock Block, long OpCode)
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public static void Mov_S(ShaderIrBlock Block, long OpCode, long Position)
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{
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Block.AddNode(new ShaderIrCmnt("Stubbed."));
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