R/Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs
Alex Barney 1f554c1093 Do naming refactoring on Ryujinx.Graphics (#611)
* Renaming part 1

* Renaming part 2

* Renaming part 3

* Renaming part 4

* Renaming part 5

* Renaming part 6

* Renaming part 7

* Renaming part 8

* Renaming part 9

* Renaming part 10

* General cleanup

* Thought I got all of these

* Apply #595

* Additional renaming

* Tweaks from feedback

* Rename files
2019-03-04 12:45:25 +11:00

57 lines
No EOL
1.8 KiB
C#

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)));
}
}
}