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* shader_recompiler: Implement finite cmp class * shader_recompiler: Implement more opcodes * renderer_vulkan: Commonize buffer binding * liverpool: More dma data impl * fix * copy_shader: Handle additional instructions from Knack * translator: Add V_CMPX_GE_I32
75 lines
2.4 KiB
C++
75 lines
2.4 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "shader_recompiler/frontend/copy_shader.h"
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#include "shader_recompiler/frontend/decode.h"
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#include "shader_recompiler/ir/attribute.h"
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namespace Shader {
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CopyShaderData ParseCopyShader(std::span<const u32> code) {
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Gcn::GcnCodeSlice code_slice{code.data(), code.data() + code.size()};
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Gcn::GcnDecodeContext decoder;
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constexpr u32 token_mov_vcchi = 0xBEEB03FF;
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ASSERT_MSG(code[0] == token_mov_vcchi, "First instruction is not s_mov_b32 vcc_hi, #imm");
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std::array<s32, 32> offsets{};
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offsets.fill(-1);
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std::array<s32, 256> sources{};
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sources.fill(-1);
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CopyShaderData data{};
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auto last_attr{IR::Attribute::Position0};
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while (!code_slice.atEnd()) {
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auto inst = decoder.decodeInstruction(code_slice);
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switch (inst.opcode) {
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case Gcn::Opcode::S_MOVK_I32: {
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sources[inst.dst[0].code] = inst.control.sopk.simm;
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break;
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}
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case Gcn::Opcode::S_MOV_B32: {
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sources[inst.dst[0].code] = inst.src[0].code;
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break;
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}
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case Gcn::Opcode::S_ADDK_I32: {
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sources[inst.dst[0].code] += inst.control.sopk.simm;
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break;
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}
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case Gcn::Opcode::EXP: {
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const auto& exp = inst.control.exp;
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const IR::Attribute semantic = static_cast<IR::Attribute>(exp.target);
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for (int i = 0; i < inst.src_count; ++i) {
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const auto ofs = offsets[inst.src[i].code];
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if (ofs != -1) {
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data.attr_map[ofs] = {semantic, i};
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if (semantic > last_attr) {
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last_attr = semantic;
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}
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}
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}
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break;
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}
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case Gcn::Opcode::BUFFER_LOAD_DWORD: {
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offsets[inst.src[1].code] = inst.control.mubuf.offset;
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if (inst.src[3].field != Gcn::OperandField::ConstZero) {
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const u32 index = inst.src[3].code;
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ASSERT(sources[index] != -1);
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offsets[inst.src[1].code] += sources[index];
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}
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break;
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}
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default:
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break;
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}
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}
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if (last_attr != IR::Attribute::Position0) {
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data.num_attrs = static_cast<u32>(last_attr) - static_cast<u32>(IR::Attribute::Param0) + 1;
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}
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return data;
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}
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} // namespace Shader
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