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shader_decode: Implement LD_A
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@ -9,14 +9,52 @@
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namespace VideoCommon::Shader {
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namespace VideoCommon::Shader {
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using Tegra::Shader::Attribute;
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using Tegra::Shader::Instruction;
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using Tegra::Shader::Instruction;
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using Tegra::Shader::OpCode;
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using Tegra::Shader::OpCode;
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using Tegra::Shader::Register;
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u32 ShaderIR::DecodeMemory(BasicBlock& bb, u32 pc) {
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u32 ShaderIR::DecodeMemory(BasicBlock& bb, u32 pc) {
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const Instruction instr = {program_code[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 auto opcode = OpCode::Decode(instr);
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UNIMPLEMENTED();
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switch (opcode->get().GetId()) {
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case OpCode::Id::LD_A: {
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// Note: Shouldn't this be interp mode flat? As in no interpolation made.
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UNIMPLEMENTED_IF_MSG(instr.gpr8.Value() != Register::ZeroIndex,
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"Indirect attribute loads are not supported");
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UNIMPLEMENTED_IF_MSG((instr.attribute.fmt20.immediate.Value() % sizeof(u32)) != 0,
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"Unaligned attribute loads are not supported");
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Tegra::Shader::IpaMode input_mode{Tegra::Shader::IpaInterpMode::Perspective,
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Tegra::Shader::IpaSampleMode::Default};
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u64 next_element = instr.attribute.fmt20.element;
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auto next_index = static_cast<u64>(instr.attribute.fmt20.index.Value());
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const auto LoadNextElement = [&](u32 reg_offset) {
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const Node buffer = GetRegister(instr.gpr39);
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const Node attribute = GetInputAttribute(static_cast<Attribute::Index>(next_index),
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next_element, input_mode, buffer);
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SetRegister(bb, instr.gpr0.Value() + reg_offset, attribute);
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// Load the next attribute element into the following register. If the element
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// to load goes beyond the vec4 size, load the first element of the next
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// attribute.
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next_element = (next_element + 1) % 4;
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next_index = next_index + (next_element == 0 ? 1 : 0);
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};
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const u32 num_words = static_cast<u32>(instr.attribute.fmt20.size.Value()) + 1;
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for (u32 reg_offset = 0; reg_offset < num_words; ++reg_offset) {
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LoadNextElement(reg_offset);
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}
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break;
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}
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default:
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UNIMPLEMENTED_MSG("Unhandled memory instruction: {}", opcode->get().GetName());
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}
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return pc;
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return pc;
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}
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}
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