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.
This commit is contained in:
ReinUsesLisp 2020-05-15 02:24:42 -03:00
parent cf4ee279c6
commit 5d0986a53b
5 changed files with 34 additions and 1 deletions

View file

@ -2181,6 +2181,22 @@ private:
return {OpSubgroupReadInvocationKHR(t_float, value, index), Type::Float};
}
Expression Barrier(Operation) {
if (!ir.IsDecompiled()) {
LOG_ERROR(Render_Vulkan, "OpBarrier used by shader is not decompiled");
return {};
}
const auto scope = spv::Scope::Workgroup;
const auto memory = spv::Scope::Workgroup;
const auto semantics =
spv::MemorySemanticsMask::WorkgroupMemory | spv::MemorySemanticsMask::AcquireRelease;
OpControlBarrier(Constant(t_uint, static_cast<u32>(scope)),
Constant(t_uint, static_cast<u32>(memory)),
Constant(t_uint, static_cast<u32>(semantics)));
return {};
}
Expression MemoryBarrierGL(Operation) {
const auto scope = spv::Scope::Device;
const auto semantics =
@ -2641,6 +2657,7 @@ private:
&SPIRVDecompiler::ThreadId,
&SPIRVDecompiler::ShuffleIndexed,
&SPIRVDecompiler::Barrier,
&SPIRVDecompiler::MemoryBarrierGL,
};
static_assert(operation_decompilers.size() == static_cast<std::size_t>(OperationCode::Amount));