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author | bunnei <bunneidev@gmail.com> | 2018-07-13 02:00:37 +0200 |
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committer | bunnei <bunneidev@gmail.com> | 2018-07-13 02:00:37 +0200 |
commit | 4757ffdccea17b2907b254f1af1a99e145e38bd6 (patch) | |
tree | 3cbdb9a850506091a4df0717c547ea70689cc7fb /src/video_core/renderer_opengl/gl_shader_decompiler.cpp | |
parent | Merge pull request #652 from Subv/fadd32i (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_shader_decompiler.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 33 |
1 files changed, 25 insertions, 8 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index c29cabb84..36a6f1cc5 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -1639,16 +1639,32 @@ private: shader.AddLine("color.a = " + regs.GetRegisterAsFloat(3) + ';'); } - shader.AddLine("return true;"); - if (instr.pred.pred_index == static_cast<u64>(Pred::UnusedIndex)) { - // If this is an unconditional exit then just end processing here, otherwise - // we have to account for the possibility of the condition not being met, so - // continue processing the next instruction. - offset = PROGRAM_END - 1; + switch (instr.flow.cond) { + case Tegra::Shader::FlowCondition::Always: + shader.AddLine("return true;"); + if (instr.pred.pred_index == static_cast<u64>(Pred::UnusedIndex)) { + // If this is an unconditional exit then just end processing here, + // otherwise we have to account for the possibility of the condition + // not being met, so continue processing the next instruction. + offset = PROGRAM_END - 1; + } + break; + + case Tegra::Shader::FlowCondition::Fcsm_Tr: + // TODO(bunnei): What is this used for? If we assume this conditon is not + // satisifed, dual vertex shaders in Farming Simulator make more sense + LOG_CRITICAL(HW_GPU, "Skipping unknown FlowCondition::Fcsm_Tr"); + break; + + default: + LOG_CRITICAL(HW_GPU, "Unhandled flow condition: {}", + static_cast<u32>(instr.flow.cond.Value())); + UNREACHABLE(); } break; } case OpCode::Id::KIL: { + ASSERT(instr.flow.cond == Tegra::Shader::FlowCondition::Always); shader.AddLine("discard;"); break; } @@ -1669,8 +1685,9 @@ private: // can ignore this when generating GLSL code. break; } - case OpCode::Id::DEPBAR: - case OpCode::Id::SYNC: { + case OpCode::Id::SYNC: + ASSERT(instr.flow.cond == Tegra::Shader::FlowCondition::Always); + case OpCode::Id::DEPBAR: { // TODO(Subv): Find out if we actually have to care about these instructions or if // the GLSL compiler takes care of that for us. LOG_WARNING(HW_GPU, "DEPBAR/SYNC instruction is stubbed"); |