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https://github.com/yuzu-emu/yuzu-android
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ShaderGen: Implemented predicated instruction execution.
Each predicated instruction will be wrapped in an `if (predicate) { instruction_body; }` in the GLSL, where `predicate` is one of the predicate boolean variables previously set by fsetp.
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@ -331,7 +331,11 @@ union Instruction {
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OpCode opcode;
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BitField<0, 8, Register> gpr0;
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BitField<8, 8, Register> gpr8;
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BitField<16, 4, Pred> pred;
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union {
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BitField<16, 4, Pred> full_pred;
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BitField<16, 3, u64> pred_index;
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} pred;
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BitField<19, 1, u64> negate_pred;
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BitField<20, 8, Register> gpr20;
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BitField<20, 7, SubOp> sub_op;
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BitField<28, 8, Register> gpr28;
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@ -293,6 +293,25 @@ private:
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declr_predicates.insert(std::move(variable));
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}
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/*
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* Returns the condition to use in the 'if' for a predicated instruction.
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* @param instr Instruction to generate the if condition for.
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* @returns string containing the predicate condition.
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*/
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std::string GetPredicateCondition(Instruction instr) const {
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using Tegra::Shader::Pred;
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ASSERT(instr.pred.pred_index != static_cast<u64>(Pred::UnusedIndex));
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std::string variable =
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'p' + std::to_string(static_cast<u64>(instr.pred.pred_index.Value()));
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if (instr.negate_pred) {
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return "!(" + variable + ')';
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}
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return variable;
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}
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/*
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* Returns whether the instruction at the specified offset is a 'sched' instruction.
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* Sched instructions always appear before a sequence of 3 instructions.
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@ -320,6 +339,16 @@ private:
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shader.AddLine("// " + std::to_string(offset) + ": " + OpCode::GetInfo(instr.opcode).name);
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using Tegra::Shader::Pred;
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ASSERT_MSG(instr.pred.full_pred != Pred::NeverExecute,
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"NeverExecute predicate not implemented");
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if (instr.pred.pred_index != static_cast<u64>(Pred::UnusedIndex)) {
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shader.AddLine("if (" + GetPredicateCondition(instr) + ')');
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shader.AddLine('{');
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++shader.scope;
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}
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switch (OpCode::GetInfo(instr.opcode).type) {
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case OpCode::Type::Arithmetic: {
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std::string dest = GetRegister(instr.gpr0);
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@ -559,6 +588,12 @@ private:
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}
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}
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// Close the predicate condition scope.
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if (instr.pred != Pred::UnusedIndex) {
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--shader.scope;
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shader.AddLine('}');
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}
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return offset + 1;
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}
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