shader/other: Implement BAR.SYNC 0x0
Trivially implement this particular case of BAR. Unless games use OpenCL or CUDA barriers, we shouldn't hit any other case here.
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5 changed files with 34 additions and 1 deletions
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@ -2321,6 +2321,15 @@ private:
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return {fmt::format("readInvocationARB({}, {})", value, index), Type::Float};
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}
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Expression Barrier(Operation) {
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if (!ir.IsDecompiled()) {
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LOG_ERROR(Render_OpenGL, "barrier() used but shader is not decompiled");
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return {};
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}
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code.AddLine("barrier();");
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return {};
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}
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Expression MemoryBarrierGL(Operation) {
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code.AddLine("memoryBarrier();");
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return {};
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@ -2556,6 +2565,7 @@ private:
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&GLSLDecompiler::ThreadId,
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&GLSLDecompiler::ShuffleIndexed,
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&GLSLDecompiler::Barrier,
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&GLSLDecompiler::MemoryBarrierGL,
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};
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static_assert(operation_decompilers.size() == static_cast<std::size_t>(OperationCode::Amount));
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