Add ATOMS, LDS, POPC, RED, STS and VOTE shader instructions, start changing the way how global memory is handled
This commit is contained in:
parent
1e8bc29f32
commit
769c02235f
44 changed files with 949 additions and 242 deletions
|
@ -368,6 +368,19 @@ namespace Ryujinx.Graphics.Shader.Instructions
|
|||
SetZnFlags(context, dest, op.SetCondCode, op.Extended);
|
||||
}
|
||||
|
||||
public static void Popc(EmitterContext context)
|
||||
{
|
||||
OpCodeAlu op = (OpCodeAlu)context.CurrOp;
|
||||
|
||||
bool invert = op.RawOpCode.Extract(40);
|
||||
|
||||
Operand srcB = context.BitwiseNot(GetSrcB(context), invert);
|
||||
|
||||
Operand res = context.BitCount(srcB);
|
||||
|
||||
context.Copy(GetDest(context), res);
|
||||
}
|
||||
|
||||
public static void Psetp(EmitterContext context)
|
||||
{
|
||||
OpCodePsetp op = (OpCodePsetp)context.CurrOp;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue