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Nvidia defaults to wrapped shifts, but this is undefined behaviour on OpenGL's spec. Explicitly mask/clamp according to what the guest shader requires.
63 lines
2.1 KiB
C++
63 lines
2.1 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "video_core/engines/shader_bytecode.h"
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#include "video_core/shader/node_helper.h"
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#include "video_core/shader/shader_ir.h"
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namespace VideoCommon::Shader {
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using Tegra::Shader::Instruction;
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using Tegra::Shader::OpCode;
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u32 ShaderIR::DecodeShift(NodeBlock& bb, u32 pc) {
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const Instruction instr = {program_code[pc]};
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const auto opcode = OpCode::Decode(instr);
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Node op_a = GetRegister(instr.gpr8);
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Node op_b = [&]() {
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if (instr.is_b_imm) {
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return Immediate(instr.alu.GetSignedImm20_20());
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} else if (instr.is_b_gpr) {
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return GetRegister(instr.gpr20);
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} else {
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return GetConstBuffer(instr.cbuf34.index, instr.cbuf34.GetOffset());
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}
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}();
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switch (opcode->get().GetId()) {
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case OpCode::Id::SHR_C:
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case OpCode::Id::SHR_R:
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case OpCode::Id::SHR_IMM: {
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if (instr.shr.wrap) {
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op_b = Operation(OperationCode::UBitwiseAnd, std::move(op_b), Immediate(0x1f));
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} else {
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op_b = Operation(OperationCode::IMax, std::move(op_b), Immediate(0));
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op_b = Operation(OperationCode::IMin, std::move(op_b), Immediate(31));
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}
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Node value = SignedOperation(OperationCode::IArithmeticShiftRight, instr.shift.is_signed,
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std::move(op_a), std::move(op_b));
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SetInternalFlagsFromInteger(bb, value, instr.generates_cc);
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SetRegister(bb, instr.gpr0, std::move(value));
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break;
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}
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case OpCode::Id::SHL_C:
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case OpCode::Id::SHL_R:
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case OpCode::Id::SHL_IMM: {
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const Node value = Operation(OperationCode::ILogicalShiftLeft, op_a, op_b);
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SetInternalFlagsFromInteger(bb, value, instr.generates_cc);
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SetRegister(bb, instr.gpr0, value);
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break;
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}
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default:
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UNIMPLEMENTED_MSG("Unhandled shift instruction: {}", opcode->get().GetName());
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}
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return pc;
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}
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} // namespace VideoCommon::Shader
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