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GPU: Implement the ISCADD shader instructions.

nce_cpp
Subv 8 years ago
parent
commit
368be6ae32
  1. 16
      src/video_core/engines/shader_bytecode.h
  2. 24
      src/video_core/renderer_opengl/gl_shader_decompiler.cpp

16
src/video_core/engines/shader_bytecode.h

@ -232,6 +232,22 @@ union Instruction {
} }
} alu; } alu;
union {
BitField<39, 5, u64> shift_amount;
BitField<20, 19, u64> immediate_low;
BitField<56, 1, u64> immediate_high;
BitField<48, 1, u64> negate_b;
BitField<49, 1, u64> negate_a;
s32 GetImmediate() const {
u32 immediate = static_cast<u32>(immediate_low | (immediate_high << 19));
// Sign extend the 20-bit value.
u32 mask = 1U << (20 - 1);
return static_cast<s32>((immediate ^ mask) - mask);
}
} iscadd;
union { union {
BitField<48, 1, u64> negate_b; BitField<48, 1, u64> negate_b;
BitField<49, 1, u64> negate_c; BitField<49, 1, u64> negate_c;

24
src/video_core/renderer_opengl/gl_shader_decompiler.cpp

@ -884,6 +884,30 @@ private:
} }
break; break;
} }
case OpCode::Type::ScaledAdd: {
std::string op_a = regs.GetRegisterAsInteger(instr.gpr8);
if (instr.iscadd.negate_a)
op_a = '-' + op_a;
std::string op_b = instr.iscadd.negate_b ? "-" : "";
if (instr.is_b_imm) {
op_b += '(' + std::to_string(instr.iscadd.GetImmediate()) + ')';
} else {
if (instr.is_b_gpr) {
op_b += regs.GetRegisterAsInteger(instr.gpr20);
} else {
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
}
}
std::string shift = std::to_string(instr.iscadd.shift_amount.Value());
regs.SetRegisterToInteger(instr.gpr0, true, 0,
"((" + op_a + " << " + shift + ") + " + op_b + ')', 1, 1);
break;
}
case OpCode::Type::Ffma: { case OpCode::Type::Ffma: {
std::string op_a = regs.GetRegisterAsFloat(instr.gpr8); std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
std::string op_b = instr.ffma.negate_b ? "-" : ""; std::string op_b = instr.ffma.negate_b ? "-" : "";

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