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@ -16,7 +16,38 @@ u32 ShaderIR::DecodeOther(BasicBlock& bb, u32 pc) { |
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const Instruction instr = {program_code[pc]}; |
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const auto opcode = OpCode::Decode(instr); |
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UNIMPLEMENTED(); |
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switch (opcode->get().GetId()) { |
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case OpCode::Id::EXIT: { |
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const Tegra::Shader::ConditionCode cc = instr.flow_condition_code; |
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UNIMPLEMENTED_IF_MSG(cc != Tegra::Shader::ConditionCode::T, "EXIT condition code used: {}", |
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static_cast<u32>(cc)); |
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switch (instr.flow.cond) { |
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case Tegra::Shader::FlowCondition::Always: |
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bb.push_back(Operation(OperationCode::Exit)); |
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if (instr.pred.pred_index == static_cast<u64>(Tegra::Shader::Pred::UnusedIndex)) { |
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// If this is an unconditional exit then just end processing here,
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// otherwise we have to account for the possibility of the condition
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// not being met, so continue processing the next instruction.
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pc = MAX_PROGRAM_LENGTH - 1; |
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} |
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break; |
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case Tegra::Shader::FlowCondition::Fcsm_Tr: |
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// TODO(bunnei): What is this used for? If we assume this conditon is not
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// satisifed, dual vertex shaders in Farming Simulator make more sense
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UNIMPLEMENTED_MSG("Skipping unknown FlowCondition::Fcsm_Tr"); |
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break; |
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default: |
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UNIMPLEMENTED_MSG("Unhandled flow condition: {}", |
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static_cast<u32>(instr.flow.cond.Value())); |
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} |
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break; |
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} |
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default: |
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UNIMPLEMENTED_MSG("Unhandled instruction: {}", opcode->get().GetName()); |
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} |
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return pc; |
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} |
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