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https://github.com/Lime3DS/Lime3DS.git
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Pica/VertexShader: Add support for MOVA, CMP and IFC.
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@ -771,6 +771,14 @@ struct float24 {
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return ToFloat32() <= flt.ToFloat32();
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return ToFloat32() <= flt.ToFloat32();
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}
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}
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bool operator == (const float24& flt) const {
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return ToFloat32() == flt.ToFloat32();
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}
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bool operator != (const float24& flt) const {
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return ToFloat32() != flt.ToFloat32();
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}
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private:
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private:
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// Stored as a regular float, merely for convenience
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// Stored as a regular float, merely for convenience
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// TODO: Perform proper arithmetic on this!
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// TODO: Perform proper arithmetic on this!
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@ -59,6 +59,8 @@ const std::array<u32, 1024>& GetSwizzlePatterns()
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return swizzle_data;
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return swizzle_data;
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}
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}
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// TODO: Is there actually a limit on hardware?
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const int if_stack_size = 8;
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struct VertexShaderState {
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struct VertexShaderState {
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u32* program_counter;
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u32* program_counter;
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@ -67,7 +69,11 @@ struct VertexShaderState {
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float24* output_register_table[7*4];
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float24* output_register_table[7*4];
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Math::Vec4<float24> temporary_registers[16];
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Math::Vec4<float24> temporary_registers[16];
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bool status_registers[2];
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bool conditional_code[2];
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// Two Address registers and one loop counter
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// TODO: How many bits do these actually have?
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s32 address_registers[3];
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enum {
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enum {
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INVALID_ADDRESS = 0xFFFFFFFF
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INVALID_ADDRESS = 0xFFFFFFFF
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@ -75,6 +81,12 @@ struct VertexShaderState {
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u32 call_stack[8]; // TODO: What is the maximal call stack depth?
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u32 call_stack[8]; // TODO: What is the maximal call stack depth?
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u32* call_stack_pointer;
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u32* call_stack_pointer;
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struct IfStackElement {
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u32 else_addr;
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u32 else_instructions;
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} if_stack[if_stack_size];
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IfStackElement* if_stack_pointer;
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struct {
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struct {
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u32 max_offset; // maximum program counter ever reached
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u32 max_offset; // maximum program counter ever reached
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u32 max_opdesc_id; // maximum swizzle pattern index ever used
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u32 max_opdesc_id; // maximum swizzle pattern index ever used
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@ -107,11 +119,20 @@ static void ProcessShaderCode(VertexShaderState& state) {
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case Instruction::OpCodeType::Arithmetic:
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case Instruction::OpCodeType::Arithmetic:
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{
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{
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bool is_inverted = 0 != (instr.opcode.GetInfo().subtype & Instruction::OpCodeInfo::SrcInversed);
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bool is_inverted = 0 != (instr.opcode.GetInfo().subtype & Instruction::OpCodeInfo::SrcInversed);
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const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted));
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if (is_inverted) {
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// We don't really support this properly and/or reliably
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LOG_ERROR(HW_GPU, "Bad condition...");
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exit(0);
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}
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const int address_offset = (instr.common.address_register_index == 0)
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? 0 : state.address_registers[instr.common.address_register_index - 1];
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const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted) + address_offset);
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const float24* src2_ = LookupSourceRegister(instr.common.GetSrc2(is_inverted));
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const float24* src2_ = LookupSourceRegister(instr.common.GetSrc2(is_inverted));
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const bool negate_src1 = (swizzle.negate_src1 != 0);
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const bool negate_src1 = (swizzle.negate_src1 != false);
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const bool negate_src2 = (swizzle.negate_src2 != 0);
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const bool negate_src2 = (swizzle.negate_src2 != false);
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float24 src1[4] = {
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float24 src1[4] = {
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src1_[(int)swizzle.GetSelectorSrc1(0)],
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src1_[(int)swizzle.GetSelectorSrc1(0)],
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@ -217,6 +238,19 @@ static void ProcessShaderCode(VertexShaderState& state) {
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break;
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break;
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}
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}
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case Instruction::OpCode::MOVA:
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{
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for (int i = 0; i < 2; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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continue;
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// TODO: Figure out how the rounding is done on hardware
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state.address_registers[i] = static_cast<s32>(src1[i].ToFloat32());
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}
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break;
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}
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case Instruction::OpCode::MOV:
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case Instruction::OpCode::MOV:
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{
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{
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for (int i = 0; i < 4; ++i) {
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for (int i = 0; i < 4; ++i) {
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@ -228,16 +262,56 @@ static void ProcessShaderCode(VertexShaderState& state) {
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break;
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break;
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}
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}
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case Instruction::OpCode::CMP:
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for (int i = 0; i < 2; ++i) {
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// TODO: Can you restrict to one compare via dest masking?
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auto compare_op = instr.common.compare_op;
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auto op = (i == 0) ? compare_op.x.Value() : compare_op.y.Value();
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switch (op) {
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case compare_op.Equal:
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state.conditional_code[i] = (src1[i] == src2[i]);
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break;
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case compare_op.NotEqual:
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state.conditional_code[i] = (src1[i] != src2[i]);
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break;
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case compare_op.LessThan:
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state.conditional_code[i] = (src1[i] < src2[i]);
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break;
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case compare_op.LessEqual:
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state.conditional_code[i] = (src1[i] <= src2[i]);
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break;
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case compare_op.GreaterThan:
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state.conditional_code[i] = (src1[i] > src2[i]);
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break;
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case compare_op.GreaterEqual:
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state.conditional_code[i] = (src1[i] >= src2[i]);
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break;
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default:
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LOG_ERROR(HW_GPU, "Unknown compare mode %x", static_cast<int>(op));
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break;
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}
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}
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break;
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default:
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default:
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LOG_ERROR(HW_GPU, "Unhandled arithmetic instruction: 0x%02x (%s): 0x%08x",
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LOG_ERROR(HW_GPU, "Unhandled arithmetic instruction: 0x%02x (%s): 0x%08x",
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(int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
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(int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
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_dbg_assert_(HW_GPU, 0);
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break;
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break;
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}
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}
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break;
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break;
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}
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}
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default:
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default:
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// Process instruction explicitly
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// Handle each instruction on its own
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switch (instr.opcode) {
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switch (instr.opcode) {
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// NOP is currently used as a heuristic for leaving from a function.
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// NOP is currently used as a heuristic for leaving from a function.
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// TODO: This is completely incorrect.
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// TODO: This is completely incorrect.
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@ -265,6 +339,44 @@ static void ProcessShaderCode(VertexShaderState& state) {
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// TODO
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// TODO
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break;
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break;
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case Instruction::OpCode::IFC:
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{
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// TODO: Do we need to consider swizzlers here?
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auto flow_control = instr.flow_control;
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bool results[3] = { flow_control.refx == state.conditional_code[0],
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flow_control.refy == state.conditional_code[1] };
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switch (flow_control.op) {
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case flow_control.Or:
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results[2] = results[0] || results[1];
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break;
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case flow_control.And:
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results[2] = results[0] && results[1];
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break;
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case flow_control.JustX:
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results[2] = results[0];
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break;
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case flow_control.JustY:
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results[2] = results[1];
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break;
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}
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if (results[2]) {
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++state.if_stack_pointer;
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state.if_stack_pointer->else_addr = instr.flow_control.dest_offset;
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state.if_stack_pointer->else_instructions = instr.flow_control.num_instructions;
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} else {
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state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1;
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}
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break;
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}
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default:
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default:
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LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
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LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
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(int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
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(int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
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@ -277,6 +389,13 @@ static void ProcessShaderCode(VertexShaderState& state) {
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if (increment_pc)
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if (increment_pc)
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++state.program_counter;
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++state.program_counter;
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if (state.if_stack_pointer >= &state.if_stack[0]) {
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if (state.program_counter - shader_memory.data() == state.if_stack_pointer->else_addr) {
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state.program_counter += state.if_stack_pointer->else_instructions;
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state.if_stack_pointer--;
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}
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}
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if (exit_loop)
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if (exit_loop)
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break;
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break;
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}
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}
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@ -326,11 +445,15 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes)
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state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp];
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state.output_register_table[4*i+comp] = ((float24*)&ret) + semantics[comp];
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}
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}
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state.status_registers[0] = false;
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state.conditional_code[0] = false;
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state.status_registers[1] = false;
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state.conditional_code[1] = false;
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boost::fill(state.call_stack, VertexShaderState::INVALID_ADDRESS);
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boost::fill(state.call_stack, VertexShaderState::INVALID_ADDRESS);
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state.call_stack_pointer = &state.call_stack[0];
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state.call_stack_pointer = &state.call_stack[0];
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std::fill(state.if_stack, state.if_stack + sizeof(state.if_stack) / sizeof(state.if_stack[0]),
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VertexShaderState::IfStackElement{VertexShaderState::INVALID_ADDRESS, VertexShaderState::INVALID_ADDRESS});
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state.if_stack_pointer = state.if_stack - 1; // Meh. TODO: Make this less ugly
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ProcessShaderCode(state);
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ProcessShaderCode(state);
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DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
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DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
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state.debug.max_opdesc_id, registers.vs_main_offset,
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state.debug.max_opdesc_id, registers.vs_main_offset,
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