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shader_recompiler: add extended LDC to GLASM backend
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@ -13,9 +13,6 @@ namespace Shader::Backend::GLASM {
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namespace {
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void GetCbuf(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset,
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std::string_view size) {
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if (!binding.IsImmediate()) {
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throw NotImplementedException("Indirect constant buffer loading");
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}
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const Register ret{ctx.reg_alloc.Define(inst)};
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if (offset.type == Type::U32) {
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// Avoid reading arrays out of bounds, matching hardware's behavior
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@ -24,7 +21,27 @@ void GetCbuf(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU
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return;
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}
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}
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if (binding.IsImmediate()) {
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ctx.Add("LDC.{} {},c{}[{}];", size, ret, binding.U32(), offset);
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return;
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}
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const ScalarU32 idx{ctx.reg_alloc.Consume(binding)};
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for (u32 i = 0; i < Info::MAX_INDIRECT_CBUFS; i++) {
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ctx.Add("SEQ.S.CC RC.x,{},{};"
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"IF NE.x;"
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"LDC.{} {},c{}[{}];",
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idx, i, size, ret, i, offset);
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if (i != Info::MAX_INDIRECT_CBUFS - 1) {
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ctx.Add("ELSE;");
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}
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}
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for (u32 i = 0; i < Info::MAX_INDIRECT_CBUFS; i++) {
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ctx.Add("ENDIF;");
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}
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}
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bool IsInputArray(Stage stage) {
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