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shader_decode: Implement I2I
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1 changed files with 26 additions and 0 deletions
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@ -18,6 +18,32 @@ u32 ShaderIR::DecodeConversion(BasicBlock& bb, u32 pc) {
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const auto opcode = OpCode::Decode(instr);
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switch (opcode->get().GetId()) {
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case OpCode::Id::I2I_R: {
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UNIMPLEMENTED_IF(instr.conversion.selector);
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const bool input_signed = instr.conversion.is_input_signed;
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const bool output_signed = instr.conversion.is_output_signed;
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Node value = GetRegister(instr.gpr20);
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value = ConvertIntegerSize(value, instr.conversion.src_size, input_signed);
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value = GetOperandAbsNegInteger(value, instr.conversion.abs_a, instr.conversion.negate_a,
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input_signed);
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if (input_signed != output_signed) {
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value = SignedOperation(OperationCode::ICastUnsigned, output_signed, NO_PRECISE, value);
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}
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SetRegister(bb, instr.gpr0, value);
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if (instr.generates_cc) {
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const Node zero_condition =
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SignedOperation(OperationCode::LogicalIEqual, output_signed, value, Immediate(0));
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SetInternalFlag(bb, InternalFlag::Zero, zero_condition);
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LOG_WARNING(HW_GPU, "I2I Condition codes implementation is incomplete.");
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}
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break;
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}
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case OpCode::Id::I2F_R:
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case OpCode::Id::I2F_C: {
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UNIMPLEMENTED_IF(instr.conversion.dest_size != Register::Size::Word);
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