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GPU: Take into account predicated exits when performing shader control flow analysis.

nce_cpp
Subv 8 years ago
parent
commit
9e1ef025cb
  1. 9
      src/video_core/renderer_opengl/gl_shader_decompiler.cpp

9
src/video_core/renderer_opengl/gl_shader_decompiler.cpp

@ -115,7 +115,16 @@ private:
if (const auto opcode = OpCode::Decode(instr)) {
switch (opcode->GetId()) {
case OpCode::Id::EXIT: {
// The EXIT instruction can be predicated, which means that the shader can
// conditionally end on this instruction. We have to consider the case where the
// condition is not met and check the exit method of that other basic block.
using Tegra::Shader::Pred;
if (instr.pred.pred_index == static_cast<u64>(Pred::UnusedIndex)) {
return exit_method = ExitMethod::AlwaysEnd;
} else {
ExitMethod not_met = Scan(offset + 1, end, labels);
return exit_method = ParallelExit(ExitMethod::AlwaysEnd, not_met);
}
}
case OpCode::Id::BRA: {
u32 target = offset + instr.bra.GetBranchTarget();

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