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shader/shift: Implement SHR wrapped and clamped variants
Nvidia defaults to wrapped shifts, but this is undefined behaviour on OpenGL's spec. Explicitly mask/clamp according to what the guest shader requires.
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@ -674,6 +674,10 @@ union Instruction {
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BitField<48, 1, u64> is_signed;
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} shift;
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union {
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BitField<39, 1, u64> wrap;
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} shr;
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union {
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BitField<39, 5, u64> shift_amount;
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BitField<48, 1, u64> negate_b;
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@ -17,8 +17,8 @@ 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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const Node op_a = GetRegister(instr.gpr8);
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const Node op_b = [&]() {
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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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@ -32,16 +32,23 @@ u32 ShaderIR::DecodeShift(NodeBlock& bb, u32 pc) {
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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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const Node value = SignedOperation(OperationCode::IArithmeticShiftRight,
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instr.shift.is_signed, PRECISE, op_a, op_b);
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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, value);
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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, PRECISE, op_a, op_b);
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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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