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	shader_decode: Implement ST_A
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				| @ -52,6 +52,36 @@ u32 ShaderIR::DecodeMemory(BasicBlock& bb, u32 pc) { | ||||
|         } | ||||
|         break; | ||||
|     } | ||||
|     case OpCode::Id::ST_A: { | ||||
|         UNIMPLEMENTED_IF_MSG(instr.gpr8.Value() != Register::ZeroIndex, | ||||
|                              "Indirect attribute loads are not supported"); | ||||
|         UNIMPLEMENTED_IF_MSG((instr.attribute.fmt20.immediate.Value() % sizeof(u32)) != 0, | ||||
|                              "Unaligned attribute loads are not supported"); | ||||
| 
 | ||||
|         u64 next_element = instr.attribute.fmt20.element; | ||||
|         auto next_index = static_cast<u64>(instr.attribute.fmt20.index.Value()); | ||||
| 
 | ||||
|         const auto StoreNextElement = [&](u32 reg_offset) { | ||||
|             const auto dest = GetOutputAttribute(static_cast<Attribute::Index>(next_index), | ||||
|                                                  next_element, GetRegister(instr.gpr39)); | ||||
|             const auto src = GetRegister(instr.gpr0.Value() + reg_offset); | ||||
| 
 | ||||
|             bb.push_back(Operation(OperationCode::Assign, dest, src)); | ||||
| 
 | ||||
|             // Load the next attribute element into the following register. If the element
 | ||||
|             // to load goes beyond the vec4 size, load the first element of the next
 | ||||
|             // attribute.
 | ||||
|             next_element = (next_element + 1) % 4; | ||||
|             next_index = next_index + (next_element == 0 ? 1 : 0); | ||||
|         }; | ||||
| 
 | ||||
|         const u32 num_words = static_cast<u32>(instr.attribute.fmt20.size.Value()) + 1; | ||||
|         for (u32 reg_offset = 0; reg_offset < num_words; ++reg_offset) { | ||||
|             StoreNextElement(reg_offset); | ||||
|         } | ||||
| 
 | ||||
|         break; | ||||
|     } | ||||
|     default: | ||||
|         UNIMPLEMENTED_MSG("Unhandled memory instruction: {}", opcode->get().GetName()); | ||||
|     } | ||||
|  | ||||
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