Trying to figure out shader flow control; not going so well :/
This commit is contained in:
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35513ceea0
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1608878437
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@ -108,14 +108,7 @@ std::string GL4ShaderTranslator::TranslateVertexShader(
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Append(" int a0 = 0;\n"); // Address register.
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Append(" int a0 = 0;\n"); // Address register.
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// Execute blocks.
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// Execute blocks.
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const auto& execs = vertex_shader->execs();
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TranslateBlocks(vertex_shader);
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for (auto it = execs.begin(); it != execs.end(); ++it) {
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const instr_cf_exec_t& cf = *it;
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// TODO(benvanik): figure out how sequences/jmps/loops/etc work.
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if (!TranslateExec(cf)) {
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return "";
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}
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}
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Append("}\n");
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Append("}\n");
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return output_.to_string();
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return output_.to_string();
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@ -150,14 +143,7 @@ std::string GL4ShaderTranslator::TranslatePixelShader(
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}
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}
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// Execute blocks.
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// Execute blocks.
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const auto& execs = pixel_shader->execs();
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TranslateBlocks(pixel_shader);
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for (auto it = execs.begin(); it != execs.end(); ++it) {
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const instr_cf_exec_t& cf = *it;
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// TODO(benvanik): figure out how sequences/jmps/loops/etc work.
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if (!TranslateExec(cf)) {
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return "";
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}
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}
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Append("}\n");
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Append("}\n");
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return output_.to_string();
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return output_.to_string();
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@ -1404,25 +1390,115 @@ void GL4ShaderTranslator::AppendFetchDest(uint32_t dst_reg, uint32_t dst_swiz) {
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}
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}
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}
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}
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bool GL4ShaderTranslator::TranslateExec(const instr_cf_exec_t& cf) {
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void GL4ShaderTranslator::AppendPredPre(bool is_cond_cf, uint32_t cf_condition,
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static const struct {
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uint32_t pred_select,
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const char* name;
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uint32_t condition) {
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} cf_instructions[] = {
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if (pred_select && (!is_cond_cf || cf_condition != condition)) {
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Append(" if (%cp) {\n", condition ? ' ' : '!');
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}
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}
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void GL4ShaderTranslator::AppendPredPost(bool is_cond_cf, uint32_t cf_condition,
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uint32_t pred_select,
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uint32_t condition) {
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if (pred_select && (!is_cond_cf || cf_condition != condition)) {
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Append(" }\n");
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}
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}
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bool GL4ShaderTranslator::TranslateBlocks(GL4Shader* shader) {
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Append(" int pc = 0;\n");
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#if FLOW_CONTROL
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Append(" while (pc != 0xFFFF) {\n");
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Append(" switch (pc) {\n");
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// Start here; fall through to begin.
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Append(" case 0:\n");
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#endif // FLOW_CONTROL
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// Process all execution blocks.
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instr_cf_t cfa;
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instr_cf_t cfb;
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auto data = shader->data();
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bool needs_break = false;
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for (uint32_t idx = 0; idx < shader->dword_count(); idx += 3) {
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uint32_t dword_0 = data[idx + 0];
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uint32_t dword_1 = data[idx + 1];
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uint32_t dword_2 = data[idx + 2];
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cfa.dword_0 = dword_0;
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cfa.dword_1 = dword_1 & 0xFFFF;
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cfb.dword_0 = (dword_1 >> 16) | (dword_2 << 16);
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cfb.dword_1 = dword_2 >> 16;
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if (cfa.opc == ALLOC) {
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// ?
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} else if (cfa.is_exec()) {
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if (needs_break) {
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#if FLOW_CONTROL
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Append(" break;\n");
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#endif // FLOW_CONTROL
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needs_break = false;
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}
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TranslateExec(cfa.exec);
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needs_break = true;
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} else if (cfa.opc == COND_JMP) {
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TranslateJmp(cfa.jmp_call);
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}
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if (cfb.opc == ALLOC) {
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// ?
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} else if (cfb.is_exec()) {
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if (needs_break) {
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#if FLOW_CONTROL
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Append(" break;\n");
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#endif // FLOW_CONTROL
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needs_break = false;
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}
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needs_break = true;
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TranslateExec(cfb.exec);
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} else if (cfb.opc == COND_JMP) {
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TranslateJmp(cfb.jmp_call);
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}
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if (cfa.opc == EXEC_END || cfb.opc == EXEC_END) {
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break;
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}
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}
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#if FLOW_CONTROL
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if (needs_break) {
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Append(" break;\n");
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needs_break = false;
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}
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// Fall-through and exit.
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Append(" default:\n");
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Append(" pc = 0xFFFF;\n");
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Append(" break;\n");
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Append("};\n");
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Append("}\n");
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#endif // FLOW_CONTROL
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return true;
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}
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static const struct {
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const char* name;
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} cf_instructions[] = {
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#define INSTR(opc, fxn) \
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#define INSTR(opc, fxn) \
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{ #opc }
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{ #opc }
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INSTR(NOP, print_cf_nop), INSTR(EXEC, print_cf_exec),
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INSTR(NOP, print_cf_nop), INSTR(EXEC, print_cf_exec),
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INSTR(EXEC_END, print_cf_exec), INSTR(COND_EXEC, print_cf_exec),
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INSTR(EXEC_END, print_cf_exec), INSTR(COND_EXEC, print_cf_exec),
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INSTR(COND_EXEC_END, print_cf_exec), INSTR(COND_PRED_EXEC, print_cf_exec),
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INSTR(COND_EXEC_END, print_cf_exec), INSTR(COND_PRED_EXEC, print_cf_exec),
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INSTR(COND_PRED_EXEC_END, print_cf_exec),
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INSTR(COND_PRED_EXEC_END, print_cf_exec), INSTR(LOOP_START, print_cf_loop),
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INSTR(LOOP_START, print_cf_loop), INSTR(LOOP_END, print_cf_loop),
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INSTR(LOOP_END, print_cf_loop), INSTR(COND_CALL, print_cf_jmp_call),
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INSTR(COND_CALL, print_cf_jmp_call), INSTR(RETURN, print_cf_jmp_call),
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INSTR(RETURN, print_cf_jmp_call), INSTR(COND_JMP, print_cf_jmp_call),
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INSTR(COND_JMP, print_cf_jmp_call), INSTR(ALLOC, print_cf_alloc),
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INSTR(ALLOC, print_cf_alloc), INSTR(COND_EXEC_PRED_CLEAN, print_cf_exec),
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INSTR(COND_EXEC_PRED_CLEAN, print_cf_exec),
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INSTR(COND_EXEC_PRED_CLEAN_END, print_cf_exec),
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INSTR(COND_EXEC_PRED_CLEAN_END, print_cf_exec),
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INSTR(MARK_VS_FETCH_DONE, print_cf_nop), // ??
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INSTR(MARK_VS_FETCH_DONE, print_cf_nop), // ??
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#undef INSTR
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#undef INSTR
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};
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};
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bool GL4ShaderTranslator::TranslateExec(const instr_cf_exec_t& cf) {
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Append(" // %s ADDR(0x%x) CNT(0x%x)", cf_instructions[cf.opc].name,
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Append(" // %s ADDR(0x%x) CNT(0x%x)", cf_instructions[cf.opc].name,
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cf.address, cf.count);
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cf.address, cf.count);
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if (cf.yeild) {
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if (cf.yeild) {
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@ -1443,6 +1519,10 @@ bool GL4ShaderTranslator::TranslateExec(const instr_cf_exec_t& cf) {
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}
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}
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Append("\n");
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Append("\n");
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#if FLOW_CONTROL
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Append(" case 0x%x:\n", cf.address);
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#endif // FLOW_CONTROL
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if (cf.is_cond_exec()) {
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if (cf.is_cond_exec()) {
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if (cf.opc == COND_EXEC_PRED_CLEAN || cf.opc == COND_EXEC_PRED_CLEAN_END) {
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if (cf.opc == COND_EXEC_PRED_CLEAN || cf.opc == COND_EXEC_PRED_CLEAN_END) {
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Append(" p = (state.bool_consts[%d] & (1 << %d)) != 0;\n",
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Append(" p = (state.bool_consts[%d] & (1 << %d)) != 0;\n",
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@ -1505,23 +1585,53 @@ bool GL4ShaderTranslator::TranslateExec(const instr_cf_exec_t& cf) {
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Append(" }\n");
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Append(" }\n");
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}
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}
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if (cf.opc == EXEC_END) {
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Append(" pc = 0xFFFF;\n");
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} else {
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Append(" pc = 0x%x;\n", cf.address + cf.count);
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}
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return true;
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return true;
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}
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}
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void GL4ShaderTranslator::AppendPredPre(bool is_cond_cf, uint32_t cf_condition,
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bool GL4ShaderTranslator::TranslateJmp(const ucode::instr_cf_jmp_call_t& cf) {
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uint32_t pred_select,
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assert_true(cf.direction == 0);
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uint32_t condition) {
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assert_true(cf.address_mode == 0);
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if (pred_select && (!is_cond_cf || cf_condition != condition)) {
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Append(" // %s", cf_instructions[cf.opc].name);
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Append(" if (%cp) {\n", condition ? ' ' : '!');
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Append(" ADDR(0x%x) DIR(%d)", cf.address, cf.direction);
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if (cf.address_mode == ABSOLUTE_ADDR) {
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Append(" ABSOLUTE_ADDR");
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}
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}
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}
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if (cf.force_call) {
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Append(" FORCE_CALL");
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} else {
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if (!cf.predicated_jmp) {
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Append(" BOOL_ADDR(0x%x)", cf.bool_addr);
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}
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Append(" COND(%d)", cf.condition);
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}
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Append("\n");
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void GL4ShaderTranslator::AppendPredPost(bool is_cond_cf, uint32_t cf_condition,
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if (!cf.force_call) {
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uint32_t pred_select,
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if (!cf.predicated_jmp) {
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uint32_t condition) {
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Append(" p = (state.bool_consts[%d] & (1 << %d)) != 0;\n",
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if (pred_select && (!is_cond_cf || cf_condition != condition)) {
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cf.bool_addr / 32, cf.bool_addr % 32);
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Append(" }\n");
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}
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Append(" if(%cp) {\n", cf.condition ? ' ' : '!');
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}
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}
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if (cf.address_mode == ABSOLUTE_ADDR) {
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Append(" pc = 0x%x;\n", cf.address);
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} else {
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Append(" pc = pc + 0x%x;\n", cf.address);
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}
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if (!cf.force_call) {
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#if FLOW_CONTROL
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Append(" break;\n");
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#endif // FLOW_CONTROL
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Append(" }\n");
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}
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return true;
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}
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}
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bool GL4ShaderTranslator::TranslateVertexFetch(const instr_fetch_vtx_t* vtx,
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bool GL4ShaderTranslator::TranslateVertexFetch(const instr_fetch_vtx_t* vtx,
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@ -160,7 +160,9 @@ class GL4ShaderTranslator {
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void AppendPredPost(bool is_cond_cf, uint32_t cf_condition,
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void AppendPredPost(bool is_cond_cf, uint32_t cf_condition,
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uint32_t pred_select, uint32_t condition);
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uint32_t pred_select, uint32_t condition);
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bool TranslateBlocks(GL4Shader* shader);
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bool TranslateExec(const ucode::instr_cf_exec_t& cf);
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bool TranslateExec(const ucode::instr_cf_exec_t& cf);
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bool TranslateJmp(const ucode::instr_cf_jmp_call_t& cf);
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bool TranslateVertexFetch(const ucode::instr_fetch_vtx_t* vtx, int sync);
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bool TranslateVertexFetch(const ucode::instr_fetch_vtx_t* vtx, int sync);
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bool TranslateTextureFetch(const ucode::instr_fetch_tex_t* tex, int sync);
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bool TranslateTextureFetch(const ucode::instr_fetch_tex_t* tex, int sync);
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};
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};
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@ -89,8 +89,6 @@ void Shader::GatherAlloc(const instr_cf_alloc_t* cf) {
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}
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}
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void Shader::GatherExec(const instr_cf_exec_t* cf) {
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void Shader::GatherExec(const instr_cf_exec_t* cf) {
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execs_.push_back(*cf);
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uint32_t sequence = cf->serialize;
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uint32_t sequence = cf->serialize;
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for (uint32_t i = 0; i < cf->count; i++) {
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for (uint32_t i = 0; i < cf->count; i++) {
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uint32_t alu_off = (cf->address + i);
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uint32_t alu_off = (cf->address + i);
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@ -34,6 +34,7 @@ class Shader {
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const std::string& host_disassembly() const { return host_disassembly_; }
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const std::string& host_disassembly() const { return host_disassembly_; }
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const uint32_t* data() const { return data_.data(); }
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const uint32_t* data() const { return data_.data(); }
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uint32_t dword_count() const { return uint32_t(data_.size()); }
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struct BufferDescElement {
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struct BufferDescElement {
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ucode::instr_fetch_vtx_t vtx_fetch;
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ucode::instr_fetch_vtx_t vtx_fetch;
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@ -77,7 +78,6 @@ class Shader {
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bool color_targets[4];
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bool color_targets[4];
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};
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};
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const AllocCounts& alloc_counts() const { return alloc_counts_; }
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const AllocCounts& alloc_counts() const { return alloc_counts_; }
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const std::vector<ucode::instr_cf_exec_t>& execs() const { return execs_; }
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const std::vector<ucode::instr_cf_alloc_t>& allocs() const { return allocs_; }
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const std::vector<ucode::instr_cf_alloc_t>& allocs() const { return allocs_; }
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protected:
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protected:
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@ -103,7 +103,6 @@ class Shader {
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std::string error_log_;
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std::string error_log_;
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AllocCounts alloc_counts_;
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AllocCounts alloc_counts_;
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std::vector<ucode::instr_cf_exec_t> execs_;
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std::vector<ucode::instr_cf_alloc_t> allocs_;
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std::vector<ucode::instr_cf_alloc_t> allocs_;
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BufferInputs buffer_inputs_;
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BufferInputs buffer_inputs_;
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SamplerInputs sampler_inputs_;
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SamplerInputs sampler_inputs_;
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