Ryujinx/Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs

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using System;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
public static void Bra(ShaderIrBlock block, long opCode, int position)
{
if ((opCode & 0x20) != 0)
{
//This reads the target offset from the constant buffer.
//Almost impossible to support with GLSL.
throw new NotImplementedException();
}
ShaderIrOperImm imm = new ShaderIrOperImm(position + opCode.Branch());
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Bra, imm)));
}
public static void Exit(ShaderIrBlock block, long opCode, int position)
{
int cCode = (int)opCode & 0x1f;
//TODO: Figure out what the other condition codes mean...
if (cCode == 0xf)
{
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Exit)));
}
}
public static void Kil(ShaderIrBlock block, long opCode, int position)
{
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Kil)));
}
public static void Ssy(ShaderIrBlock block, long opCode, int position)
{
if ((opCode & 0x20) != 0)
{
//This reads the target offset from the constant buffer.
//Almost impossible to support with GLSL.
throw new NotImplementedException();
}
ShaderIrOperImm imm = new ShaderIrOperImm(position + opCode.Branch());
block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, imm));
}
public static void Sync(ShaderIrBlock block, long opCode, int position)
{
//TODO: Implement Sync condition codes
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Sync)));
}
}
}