From 4757ffdccea17b2907b254f1af1a99e145e38bd6 Mon Sep 17 00:00:00 2001 From: bunnei Date: Thu, 12 Jul 2018 20:00:37 -0400 Subject: gl_shader_decompiler: Use FlowCondition field in EXIT instruction. --- src/video_core/engines/shader_bytecode.h | 9 ++++++ .../renderer_opengl/gl_shader_decompiler.cpp | 33 ++++++++++++++++------ 2 files changed, 34 insertions(+), 8 deletions(-) (limited to 'src/video_core') diff --git a/src/video_core/engines/shader_bytecode.h b/src/video_core/engines/shader_bytecode.h index ab978c2e2..2ec1de285 100644 --- a/src/video_core/engines/shader_bytecode.h +++ b/src/video_core/engines/shader_bytecode.h @@ -201,6 +201,11 @@ enum class IMinMaxExchange : u64 { XHi = 3, }; +enum class FlowCondition : u64 { + Always = 0xF, + Fcsm_Tr = 0x1C, // TODO(bunnei): What is this used for? +}; + union Instruction { Instruction& operator=(const Instruction& instr) { value = instr.value; @@ -315,6 +320,10 @@ union Instruction { } } bfe; + union { + BitField<0, 5, FlowCondition> cond; + } flow; + union { BitField<48, 1, u64> negate_b; BitField<49, 1, u64> negate_c; 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(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(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(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"); -- cgit v1.2.3