Add support for Vertex Program A and other small shader improvements (#192)

* Add WIP support for Vertex Program A, add the FADD_I32 shader instruction, small fix on FFMA_I encoding, nits

* Add separate subroutines for program A/B, and copy attributes to a temp

* Move finalization code to main

* Add new line after flip uniform on the shader

* Handle possible case where VPB uses an output attribute written by VPA but not available on the vbo

* Address PR feedback
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gdkchan 2018-06-27 23:55:08 -03:00 committed by GitHub
parent 900a84ae0a
commit e6eeb6f09f
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9 changed files with 303 additions and 78 deletions

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@ -31,6 +31,24 @@ namespace Ryujinx.Graphics.Gal.Shader
EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fadd);
}
public static void Fadd_I32(ShaderIrBlock Block, long OpCode)
{
ShaderIrNode OperA = GetOperGpr8 (OpCode);
ShaderIrNode OperB = GetOperImmf32_20(OpCode);
bool NegB = ((OpCode >> 53) & 1) != 0;
bool AbsA = ((OpCode >> 54) & 1) != 0;
bool NegA = ((OpCode >> 56) & 1) != 0;
bool AbsB = ((OpCode >> 57) & 1) != 0;
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
OperB = GetAluFabsFneg(OperB, AbsB, NegB);
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
public static void Fadd_R(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fadd);