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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@ -2181,6 +2181,22 @@ private:
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return {OpSubgroupReadInvocationKHR(t_float, 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_Vulkan, "OpBarrier used by shader is not decompiled");
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return {};
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}
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const auto scope = spv::Scope::Workgroup;
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const auto memory = spv::Scope::Workgroup;
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const auto semantics =
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spv::MemorySemanticsMask::WorkgroupMemory | spv::MemorySemanticsMask::AcquireRelease;
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OpControlBarrier(Constant(t_uint, static_cast<u32>(scope)),
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Constant(t_uint, static_cast<u32>(memory)),
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Constant(t_uint, static_cast<u32>(semantics)));
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return {};
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}
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Expression MemoryBarrierGL(Operation) {
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const auto scope = spv::Scope::Device;
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const auto semantics =
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@ -2641,6 +2657,7 @@ private:
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&SPIRVDecompiler::ThreadId,
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&SPIRVDecompiler::ShuffleIndexed,
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&SPIRVDecompiler::Barrier,
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&SPIRVDecompiler::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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