Implement CAL and RET shader instructions (#1618)

* Add support for CAL and RET shader instructions

* Remove unused stuff

* Fix a bug that could cause the wrong values to be passed to a function

* Avoid repopulating function id dictionary every time

* PR feedback

* Fix vertex shader A/B merge
This commit is contained in:
gdkchan 2020-10-25 17:00:44 -03:00 committed by GitHub
parent 973a615d40
commit 49f970d5bd
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GPG key ID: 4AEE18F83AFDEB23
33 changed files with 1337 additions and 401 deletions

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@ -13,16 +13,18 @@ namespace Ryujinx.Graphics.Shader.Translation
public ShaderConfig Config { get; }
private List<Operation> _operations;
public bool IsNonMain { get; }
private Dictionary<ulong, Operand> _labels;
private readonly IReadOnlyDictionary<ulong, int> _funcs;
private readonly List<Operation> _operations;
private readonly Dictionary<ulong, Operand> _labels;
public EmitterContext(ShaderConfig config)
public EmitterContext(ShaderConfig config, bool isNonMain, IReadOnlyDictionary<ulong, int> funcs)
{
Config = config;
IsNonMain = isNonMain;
_funcs = funcs;
_operations = new List<Operation>();
_labels = new Dictionary<ulong, Operand>();
}
@ -71,6 +73,11 @@ namespace Ryujinx.Graphics.Shader.Translation
return label;
}
public int GetFunctionId(ulong address)
{
return _funcs[address];
}
public void PrepareForReturn()
{
if (Config.Stage == ShaderStage.Fragment)