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@ -141,6 +141,15 @@ private:
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ExitMethod jmp = Scan(target, end, labels);
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return exit_method = ParallelExit(no_jmp, jmp);
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}
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case OpCode::Id::SSY: {
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// The SSY instruction uses a similar encoding as the BRA instruction.
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ASSERT_MSG(instr.bra.constant_buffer == 0,
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"Constant buffer SSY is not supported");
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u32 target = offset + instr.bra.GetBranchTarget();
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labels.insert(target);
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// Continue scanning for an exit method.
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break;
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}
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}
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}
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}
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@ -828,7 +837,11 @@ private:
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ASSERT_MSG(instr.pred.full_pred != Pred::NeverExecute,
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"NeverExecute predicate not implemented");
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if (instr.pred.pred_index != static_cast<u64>(Pred::UnusedIndex)) {
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// Some instructions (like SSY) don't have a predicate field, they are always
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// unconditionally executed.
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bool can_be_predicated = OpCode::IsPredicatedInstruction(opcode->GetId());
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if (can_be_predicated && instr.pred.pred_index != static_cast<u64>(Pred::UnusedIndex)) {
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shader.AddLine("if (" +
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GetPredicateCondition(instr.pred.pred_index, instr.negate_pred != 0) +
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')');
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@ -1668,16 +1681,25 @@ private:
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break;
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}
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case OpCode::Id::SSY: {
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// The SSY opcode tells the GPU where to re-converge divergent execution paths, we
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// can ignore this when generating GLSL code.
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// The SSY opcode tells the GPU where to re-converge divergent execution paths, it
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// sets the target of the jump that the SYNC instruction will make. The SSY opcode
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// has a similar structure to the BRA opcode.
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ASSERT_MSG(instr.bra.constant_buffer == 0, "Constant buffer SSY is not supported");
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u32 target = offset + instr.bra.GetBranchTarget();
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shader.AddLine("ssy_target = " + std::to_string(target) + "u;");
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break;
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}
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case OpCode::Id::SYNC:
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case OpCode::Id::SYNC: {
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// The SYNC opcode jumps to the address previously set by the SSY opcode
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ASSERT(instr.flow.cond == Tegra::Shader::FlowCondition::Always);
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shader.AddLine("{ jmp_to = ssy_target; break; }");
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break;
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}
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case OpCode::Id::DEPBAR: {
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// TODO(Subv): Find out if we actually have to care about these instructions or if
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// TODO(Subv): Find out if we actually have to care about this instruction or if
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// the GLSL compiler takes care of that for us.
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LOG_WARNING(HW_GPU, "DEPBAR/SYNC instruction is stubbed");
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LOG_WARNING(HW_GPU, "DEPBAR instruction is stubbed");
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break;
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}
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default: {
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@ -1691,7 +1713,7 @@ private:
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}
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// Close the predicate condition scope.
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if (instr.pred.pred_index != static_cast<u64>(Pred::UnusedIndex)) {
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if (can_be_predicated && instr.pred.pred_index != static_cast<u64>(Pred::UnusedIndex)) {
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--shader.scope;
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shader.AddLine('}');
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}
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@ -1742,6 +1764,7 @@ private:
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} else {
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labels.insert(subroutine.begin);
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shader.AddLine("uint jmp_to = " + std::to_string(subroutine.begin) + "u;");
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shader.AddLine("uint ssy_target = 0u;");
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shader.AddLine("while (true) {");
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++shader.scope;
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@ -1757,7 +1780,7 @@ private:
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u32 compile_end = CompileRange(label, next_label);
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if (compile_end > next_label && compile_end != PROGRAM_END) {
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// This happens only when there is a label inside a IF/LOOP block
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shader.AddLine("{ jmp_to = " + std::to_string(compile_end) + "u; break; }");
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shader.AddLine(" jmp_to = " + std::to_string(compile_end) + "u; break; }");
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labels.emplace(compile_end);
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}
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