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
This commit is contained in:
ReinUsesLisp 2018-08-31 13:14:04 -03:00 committed by gdkchan
parent 7cb6fd8090
commit 42dc925c3d
11 changed files with 313 additions and 268 deletions

View file

@ -25,67 +25,67 @@ namespace Ryujinx.Graphics.Gal.Shader
F64 = 3
}
public static void F2f_C(ShaderIrBlock Block, long OpCode)
public static void F2f_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitF2f(Block, OpCode, ShaderOper.CR);
}
public static void F2f_I(ShaderIrBlock Block, long OpCode)
public static void F2f_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitF2f(Block, OpCode, ShaderOper.Immf);
}
public static void F2f_R(ShaderIrBlock Block, long OpCode)
public static void F2f_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitF2f(Block, OpCode, ShaderOper.RR);
}
public static void F2i_C(ShaderIrBlock Block, long OpCode)
public static void F2i_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitF2i(Block, OpCode, ShaderOper.CR);
}
public static void F2i_I(ShaderIrBlock Block, long OpCode)
public static void F2i_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitF2i(Block, OpCode, ShaderOper.Immf);
}
public static void F2i_R(ShaderIrBlock Block, long OpCode)
public static void F2i_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitF2i(Block, OpCode, ShaderOper.RR);
}
public static void I2f_C(ShaderIrBlock Block, long OpCode)
public static void I2f_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitI2f(Block, OpCode, ShaderOper.CR);
}
public static void I2f_I(ShaderIrBlock Block, long OpCode)
public static void I2f_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitI2f(Block, OpCode, ShaderOper.Imm);
}
public static void I2f_R(ShaderIrBlock Block, long OpCode)
public static void I2f_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitI2f(Block, OpCode, ShaderOper.RR);
}
public static void I2i_C(ShaderIrBlock Block, long OpCode)
public static void I2i_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitI2i(Block, OpCode, ShaderOper.CR);
}
public static void I2i_I(ShaderIrBlock Block, long OpCode)
public static void I2i_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitI2i(Block, OpCode, ShaderOper.Imm);
}
public static void I2i_R(ShaderIrBlock Block, long OpCode)
public static void I2i_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitI2i(Block, OpCode, ShaderOper.RR);
}
public static void Isberd(ShaderIrBlock Block, long OpCode)
public static void Isberd(ShaderIrBlock Block, long OpCode, long Position)
{
//This instruction seems to be used to translate from an address to a vertex index in a GS
//Stub it as such
@ -95,50 +95,50 @@ namespace Ryujinx.Graphics.Gal.Shader
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), GetOperGpr8(OpCode)), OpCode));
}
public static void Mov_C(ShaderIrBlock Block, long OpCode)
public static void Mov_C(ShaderIrBlock Block, long OpCode, long Position)
{
ShaderIrOperCbuf Cbuf = GetOperCbuf34(OpCode);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Cbuf), OpCode));
}
public static void Mov_I(ShaderIrBlock Block, long OpCode)
public static void Mov_I(ShaderIrBlock Block, long OpCode, long Position)
{
ShaderIrOperImm Imm = GetOperImm19_20(OpCode);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Imm), OpCode));
}
public static void Mov_I32(ShaderIrBlock Block, long OpCode)
public static void Mov_I32(ShaderIrBlock Block, long OpCode, long Position)
{
ShaderIrOperImm Imm = GetOperImm32_20(OpCode);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Imm), OpCode));
}
public static void Mov_R(ShaderIrBlock Block, long OpCode)
public static void Mov_R(ShaderIrBlock Block, long OpCode, long Position)
{
ShaderIrOperGpr Gpr = GetOperGpr20(OpCode);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Gpr), OpCode));
}
public static void Sel_C(ShaderIrBlock Block, long OpCode)
public static void Sel_C(ShaderIrBlock Block, long OpCode, long Position)
{
EmitSel(Block, OpCode, ShaderOper.CR);
}
public static void Sel_I(ShaderIrBlock Block, long OpCode)
public static void Sel_I(ShaderIrBlock Block, long OpCode, long Position)
{
EmitSel(Block, OpCode, ShaderOper.Imm);
}
public static void Sel_R(ShaderIrBlock Block, long OpCode)
public static void Sel_R(ShaderIrBlock Block, long OpCode, long Position)
{
EmitSel(Block, OpCode, ShaderOper.RR);
}
public static void Mov_S(ShaderIrBlock Block, long OpCode)
public static void Mov_S(ShaderIrBlock Block, long OpCode, long Position)
{
Block.AddNode(new ShaderIrCmnt("Stubbed."));