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	Update nihstro submodule to the initial release version.
Includes more opcodes to implement in the future.
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					 3 changed files with 60 additions and 58 deletions
				
			
		|  | @ -17,6 +17,7 @@ | |||
| #include "vertex_shader.h" | ||||
| #include "debug_utils/debug_utils.h" | ||||
| 
 | ||||
| using nihstro::OpCode; | ||||
| using nihstro::Instruction; | ||||
| using nihstro::RegisterType; | ||||
| using nihstro::SourceRegister; | ||||
|  | @ -154,10 +155,10 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|             } | ||||
|         }; | ||||
| 
 | ||||
|         switch (instr.opcode.GetInfo().type) { | ||||
|         case Instruction::OpCodeType::Arithmetic: | ||||
|         switch (instr.opcode.Value().GetInfo().type) { | ||||
|         case OpCode::Type::Arithmetic: | ||||
|         { | ||||
|             bool is_inverted = 0 != (instr.opcode.GetInfo().subtype & Instruction::OpCodeInfo::SrcInversed); | ||||
|             bool is_inverted = 0 != (instr.opcode.Value().GetInfo().subtype & OpCode::Info::SrcInversed); | ||||
|             // TODO: We don't really support this properly: For instance, the address register
 | ||||
|             //       offset needs to be applied to SRC2 instead, etc.
 | ||||
|             //       For now, we just abort in this situation.
 | ||||
|  | @ -197,15 +198,15 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 src2[3] = src2[3] * float24::FromFloat32(-1); | ||||
|             } | ||||
| 
 | ||||
|             float24* dest = (instr.common.dest < 0x08) ? state.output_register_table[4*instr.common.dest.GetIndex()] | ||||
|                         : (instr.common.dest < 0x10) ? dummy_vec4_float24 | ||||
|                         : (instr.common.dest < 0x20) ? &state.temporary_registers[instr.common.dest.GetIndex()][0] | ||||
|             float24* dest = (instr.common.dest.Value() < 0x08) ? state.output_register_table[4*instr.common.dest.Value().GetIndex()] | ||||
|                         : (instr.common.dest.Value() < 0x10) ? dummy_vec4_float24 | ||||
|                         : (instr.common.dest.Value() < 0x20) ? &state.temporary_registers[instr.common.dest.Value().GetIndex()][0] | ||||
|                         : dummy_vec4_float24; | ||||
| 
 | ||||
|             state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id); | ||||
| 
 | ||||
|             switch (instr.opcode.EffectiveOpCode()) { | ||||
|             case Instruction::OpCode::ADD: | ||||
|             switch (instr.opcode.Value().EffectiveOpCode()) { | ||||
|             case OpCode::Id::ADD: | ||||
|             { | ||||
|                 for (int i = 0; i < 4; ++i) { | ||||
|                     if (!swizzle.DestComponentEnabled(i)) | ||||
|  | @ -217,7 +218,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 break; | ||||
|             } | ||||
| 
 | ||||
|             case Instruction::OpCode::MUL: | ||||
|             case OpCode::Id::MUL: | ||||
|             { | ||||
|                 for (int i = 0; i < 4; ++i) { | ||||
|                     if (!swizzle.DestComponentEnabled(i)) | ||||
|  | @ -229,7 +230,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 break; | ||||
|             } | ||||
| 
 | ||||
|             case Instruction::OpCode::MAX: | ||||
|             case OpCode::Id::MAX: | ||||
|                 for (int i = 0; i < 4; ++i) { | ||||
|                     if (!swizzle.DestComponentEnabled(i)) | ||||
|                         continue; | ||||
|  | @ -238,11 +239,11 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 } | ||||
|                 break; | ||||
| 
 | ||||
|             case Instruction::OpCode::DP3: | ||||
|             case Instruction::OpCode::DP4: | ||||
|             case OpCode::Id::DP3: | ||||
|             case OpCode::Id::DP4: | ||||
|             { | ||||
|                 float24 dot = float24::FromFloat32(0.f); | ||||
|                 int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4; | ||||
|                 int num_components = (instr.opcode.Value() == OpCode::Id::DP3) ? 3 : 4; | ||||
|                 for (int i = 0; i < num_components; ++i) | ||||
|                     dot = dot + src1[i] * src2[i]; | ||||
| 
 | ||||
|  | @ -256,7 +257,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|             } | ||||
| 
 | ||||
|             // Reciprocal
 | ||||
|             case Instruction::OpCode::RCP: | ||||
|             case OpCode::Id::RCP: | ||||
|             { | ||||
|                 for (int i = 0; i < 4; ++i) { | ||||
|                     if (!swizzle.DestComponentEnabled(i)) | ||||
|  | @ -271,7 +272,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|             } | ||||
| 
 | ||||
|             // Reciprocal Square Root
 | ||||
|             case Instruction::OpCode::RSQ: | ||||
|             case OpCode::Id::RSQ: | ||||
|             { | ||||
|                 for (int i = 0; i < 4; ++i) { | ||||
|                     if (!swizzle.DestComponentEnabled(i)) | ||||
|  | @ -285,7 +286,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 break; | ||||
|             } | ||||
| 
 | ||||
|             case Instruction::OpCode::MOVA: | ||||
|             case OpCode::Id::MOVA: | ||||
|             { | ||||
|                 for (int i = 0; i < 2; ++i) { | ||||
|                     if (!swizzle.DestComponentEnabled(i)) | ||||
|  | @ -298,7 +299,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 break; | ||||
|             } | ||||
| 
 | ||||
|             case Instruction::OpCode::MOV: | ||||
|             case OpCode::Id::MOV: | ||||
|             { | ||||
|                 for (int i = 0; i < 4; ++i) { | ||||
|                     if (!swizzle.DestComponentEnabled(i)) | ||||
|  | @ -309,7 +310,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 break; | ||||
|             } | ||||
| 
 | ||||
|             case Instruction::OpCode::CMP: | ||||
|             case OpCode::Id::CMP: | ||||
|                 for (int i = 0; i < 2; ++i) { | ||||
|                     // TODO: Can you restrict to one compare via dest masking?
 | ||||
| 
 | ||||
|  | @ -350,7 +351,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
| 
 | ||||
|             default: | ||||
|                 LOG_ERROR(HW_GPU, "Unhandled arithmetic instruction: 0x%02x (%s): 0x%08x", | ||||
|                           (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex); | ||||
|                           (int)instr.opcode.Value().EffectiveOpCode(), instr.opcode.Value().GetInfo().name, instr.hex); | ||||
|                 DEBUG_ASSERT(false); | ||||
|                 break; | ||||
|             } | ||||
|  | @ -358,9 +359,9 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|             break; | ||||
|         } | ||||
| 
 | ||||
|         case Instruction::OpCodeType::MultiplyAdd: | ||||
|         case OpCode::Type::MultiplyAdd: | ||||
|         { | ||||
|             if (instr.opcode.EffectiveOpCode() == Instruction::OpCode::MAD) { | ||||
|             if (instr.opcode.Value().EffectiveOpCode() == OpCode::Id::MAD) { | ||||
|                 const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.mad.operand_desc_id]; | ||||
| 
 | ||||
|                 const float24* src1_ = LookupSourceRegister(instr.mad.src1); | ||||
|  | @ -408,9 +409,9 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                     src3[3] = src3[3] * float24::FromFloat32(-1); | ||||
|                 } | ||||
| 
 | ||||
|                 float24* dest = (instr.mad.dest < 0x08) ? state.output_register_table[4*instr.mad.dest.GetIndex()] | ||||
|                             : (instr.mad.dest < 0x10) ? dummy_vec4_float24 | ||||
|                             : (instr.mad.dest < 0x20) ? &state.temporary_registers[instr.mad.dest.GetIndex()][0] | ||||
|                 float24* dest = (instr.mad.dest.Value() < 0x08) ? state.output_register_table[4*instr.mad.dest.Value().GetIndex()] | ||||
|                             : (instr.mad.dest.Value() < 0x10) ? dummy_vec4_float24 | ||||
|                             : (instr.mad.dest.Value() < 0x20) ? &state.temporary_registers[instr.mad.dest.Value().GetIndex()][0] | ||||
|                             : dummy_vec4_float24; | ||||
| 
 | ||||
|                 for (int i = 0; i < 4; ++i) { | ||||
|  | @ -421,7 +422,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 } | ||||
|             } else { | ||||
|                 LOG_ERROR(HW_GPU, "Unhandled multiply-add instruction: 0x%02x (%s): 0x%08x", | ||||
|                           (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex); | ||||
|                           (int)instr.opcode.Value().EffectiveOpCode(), instr.opcode.Value().GetInfo().name, instr.hex); | ||||
|             } | ||||
|             break; | ||||
|         } | ||||
|  | @ -448,31 +449,31 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|             }; | ||||
| 
 | ||||
|             // Handle each instruction on its own
 | ||||
|             switch (instr.opcode) { | ||||
|             case Instruction::OpCode::END: | ||||
|             switch (instr.opcode.Value()) { | ||||
|             case OpCode::Id::END: | ||||
|                 exit_loop = true; | ||||
|                 break; | ||||
| 
 | ||||
|             case Instruction::OpCode::JMPC: | ||||
|             case OpCode::Id::JMPC: | ||||
|                 if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) { | ||||
|                     state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1; | ||||
|                 } | ||||
|                 break; | ||||
| 
 | ||||
|             case Instruction::OpCode::JMPU: | ||||
|             case OpCode::Id::JMPU: | ||||
|                 if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) { | ||||
|                     state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1; | ||||
|                 } | ||||
|                 break; | ||||
| 
 | ||||
|             case Instruction::OpCode::CALL: | ||||
|             case OpCode::Id::CALL: | ||||
|                 call(state, | ||||
|                      instr.flow_control.dest_offset, | ||||
|                      instr.flow_control.num_instructions, | ||||
|                      binary_offset + 1, 0, 0); | ||||
|                 break; | ||||
| 
 | ||||
|             case Instruction::OpCode::CALLU: | ||||
|             case OpCode::Id::CALLU: | ||||
|                 if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) { | ||||
|                     call(state, | ||||
|                         instr.flow_control.dest_offset, | ||||
|  | @ -481,7 +482,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 } | ||||
|                 break; | ||||
| 
 | ||||
|             case Instruction::OpCode::CALLC: | ||||
|             case OpCode::Id::CALLC: | ||||
|                 if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) { | ||||
|                     call(state, | ||||
|                         instr.flow_control.dest_offset, | ||||
|  | @ -490,10 +491,10 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 } | ||||
|                 break; | ||||
| 
 | ||||
|             case Instruction::OpCode::NOP: | ||||
|             case OpCode::Id::NOP: | ||||
|                 break; | ||||
| 
 | ||||
|             case Instruction::OpCode::IFU: | ||||
|             case OpCode::Id::IFU: | ||||
|                 if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) { | ||||
|                     call(state, | ||||
|                          binary_offset + 1, | ||||
|  | @ -508,7 +509,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
| 
 | ||||
|                 break; | ||||
| 
 | ||||
|             case Instruction::OpCode::IFC: | ||||
|             case OpCode::Id::IFC: | ||||
|             { | ||||
|                 // TODO: Do we need to consider swizzlers here?
 | ||||
| 
 | ||||
|  | @ -527,7 +528,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
|                 break; | ||||
|             } | ||||
| 
 | ||||
|             case Instruction::OpCode::LOOP: | ||||
|             case OpCode::Id::LOOP: | ||||
|             { | ||||
|                 state.address_registers[2] = shader_uniforms.i[instr.flow_control.int_uniform_id].y; | ||||
| 
 | ||||
|  | @ -542,7 +543,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
| 
 | ||||
|             default: | ||||
|                 LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x", | ||||
|                           (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex); | ||||
|                           (int)instr.opcode.Value().EffectiveOpCode(), instr.opcode.Value().GetInfo().name, instr.hex); | ||||
|                 break; | ||||
|             } | ||||
| 
 | ||||
|  |  | |||
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