Fix ZN flags set for shader instructions using RZ.CC dest (#2147)

* Fix ZN flags set for shader instructions using RZ.CC dest

* Shader cache version bump and nits
This commit is contained in:
gdkchan 2021-03-27 18:59:05 -03:00 committed by GitHub
parent e60bae1a94
commit a0b4799f19
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3 changed files with 9 additions and 14 deletions

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@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Version of the codegen (to be changed when codegen or guest format change).
/// </summary>
private const ulong ShaderCodeGenVersion = 2088;
private const ulong ShaderCodeGenVersion = 2147;
// Progress reporting helpers
private volatile int _shaderCount;

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@ -276,12 +276,11 @@ namespace Ryujinx.Graphics.Shader.Instructions
: context.IMaximumU32(srcA, srcB);
Operand pred = GetPredicate39(context);
Operand res = context.ConditionalSelect(pred, resMin, resMax);
Operand dest = GetDest(context);
context.Copy(GetDest(context), res);
context.Copy(dest, context.ConditionalSelect(pred, resMin, resMax));
SetZnFlags(context, dest, op.SetCondCode);
SetZnFlags(context, res, op.SetCondCode);
// TODO: X flags.
}
@ -461,11 +460,9 @@ namespace Ryujinx.Graphics.Shader.Instructions
EmitLopPredWrite(context, op, res, (ConditionalOperation)context.CurrOp.RawOpCode.Extract(44, 2));
Operand dest = GetDest(context);
context.Copy(GetDest(context), res);
context.Copy(dest, res);
SetZnFlags(context, dest, op.SetCondCode, op.Extended);
SetZnFlags(context, res, op.SetCondCode, op.Extended);
}
public static void Lop3(EmitterContext context)
@ -489,11 +486,9 @@ namespace Ryujinx.Graphics.Shader.Instructions
EmitLopPredWrite(context, op, res, (ConditionalOperation)context.CurrOp.RawOpCode.Extract(36, 2));
}
Operand dest = GetDest(context);
context.Copy(GetDest(context), res);
context.Copy(dest, res);
SetZnFlags(context, dest, op.SetCondCode, op.Extended);
SetZnFlags(context, res, op.SetCondCode, op.Extended);
}
public static void Popc(EmitterContext context)

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@ -91,7 +91,7 @@ namespace Ryujinx.Graphics.Shader.Translation
public void PrepareForReturn()
{
if (Config.Stage == ShaderStage.Fragment)
if (!IsNonMain && Config.Stage == ShaderStage.Fragment)
{
if (Config.OmapDepth)
{