Avoid gpr overwritting on Ld_C instruction (#371)
* Avoid gpr overwritting on LD_C instruction * Address feedback * Ignore invalid registers
This commit is contained in:
parent
afdeee2b86
commit
afc44850be
3 changed files with 22 additions and 10 deletions
|
@ -52,23 +52,35 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
public static void Ld_C(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
int Type = (int)(OpCode >> 48) & 7;
|
||||
int CbufPos = (int)(OpCode >> 22) & 0x3fff;
|
||||
int CbufIndex = (int)(OpCode >> 36) & 0x1f;
|
||||
int Type = (int)(OpCode >> 48) & 7;
|
||||
|
||||
if (Type > 5)
|
||||
{
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
|
||||
ShaderIrOperGpr Temp = ShaderIrOperGpr.MakeTemporary();
|
||||
|
||||
Block.AddNode(new ShaderIrAsg(Temp, GetOperGpr8(OpCode)));
|
||||
|
||||
int Count = Type == 5 ? 2 : 1;
|
||||
|
||||
for (int Index = 0; Index < Count; Index++)
|
||||
{
|
||||
ShaderIrOperCbuf OperA = GetOperCbuf36(OpCode);
|
||||
ShaderIrOperGpr OperD = GetOperGpr0 (OpCode);
|
||||
ShaderIrOperCbuf OperA = new ShaderIrOperCbuf(CbufIndex, CbufPos, Temp);
|
||||
|
||||
ShaderIrOperGpr OperD = GetOperGpr0(OpCode);
|
||||
|
||||
OperA.Pos += Index;
|
||||
OperD.Index += Index;
|
||||
|
||||
if (!OperD.IsValidRegister)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
ShaderIrNode Node = OperA;
|
||||
|
||||
if (Type < 4)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue