gl_shader_decompiler: Add missing asserts for saturate_a instructions.

master
bunnei 2018-06-08 23:24:10 +07:00
parent 83517cb53a
commit 79e9c2e237
2 changed files with 18 additions and 8 deletions

@ -213,6 +213,7 @@ union Instruction {
BitField<28, 8, Register> gpr28;
BitField<39, 8, Register> gpr39;
BitField<48, 16, u64> opcode;
BitField<50, 1, u64> saturate_a;
union {
BitField<20, 19, u64> imm20_19;
@ -331,7 +332,6 @@ union Instruction {
BitField<41, 2, u64> selector;
BitField<45, 1, u64> negate_a;
BitField<49, 1, u64> abs_a;
BitField<50, 1, u64> saturate_a;
union {
BitField<39, 2, F2iRoundingOp> rounding;

@ -808,6 +808,8 @@ private:
case OpCode::Id::FMUL_C:
case OpCode::Id::FMUL_R:
case OpCode::Id::FMUL_IMM: {
ASSERT_MSG(!instr.saturate_a, "Unimplemented");
regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " * " + op_b, 1, 1, instr.alu.abs_d);
break;
}
@ -821,10 +823,14 @@ private:
case OpCode::Id::FADD_C:
case OpCode::Id::FADD_R:
case OpCode::Id::FADD_IMM: {
ASSERT_MSG(!instr.saturate_a, "Unimplemented");
regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " + " + op_b, 1, 1, instr.alu.abs_d);
break;
}
case OpCode::Id::MUFU: {
ASSERT_MSG(!instr.saturate_a, "Unimplemented");
switch (instr.sub_op) {
case SubOp::Cos:
regs.SetRegisterToFloat(instr.gpr0, 0, "cos(" + op_a + ')', 1, 1,
@ -1012,6 +1018,8 @@ private:
break;
}
case OpCode::Type::Ffma: {
ASSERT_MSG(!instr.saturate_a, "Unimplemented");
std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
std::string op_b = instr.ffma.negate_b ? "-" : "";
std::string op_c = instr.ffma.negate_c ? "-" : "";
@ -1051,7 +1059,7 @@ private:
case OpCode::Type::Conversion: {
ASSERT_MSG(instr.conversion.size == Register::Size::Word, "Unimplemented");
ASSERT_MSG(!instr.conversion.negate_a, "Unimplemented");
ASSERT_MSG(!instr.conversion.saturate_a, "Unimplemented");
ASSERT_MSG(!instr.saturate_a, "Unimplemented");
switch (opcode->GetId()) {
case OpCode::Id::I2I_R: {
@ -1081,6 +1089,8 @@ private:
break;
}
case OpCode::Id::F2F_R: {
ASSERT_MSG(!instr.saturate_a, "Unimplemented");
std::string op_a = regs.GetRegisterAsFloat(instr.gpr20);
switch (instr.conversion.f2f.rounding) {
@ -1198,8 +1208,8 @@ private:
const std::string op_b = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
const std::string sampler = GetSampler(instr.sampler);
const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
// Add an extra scope and declare the texture coords inside to prevent overwriting
// them in case they are used as outputs of the texs instruction.
// Add an extra scope and declare the texture coords inside to prevent
// overwriting them in case they are used as outputs of the texs instruction.
shader.AddLine("{");
++shader.scope;
shader.AddLine(coord);
@ -1230,8 +1240,8 @@ private:
shader.AddLine(coord);
const std::string texture = "texture(" + sampler + ", coords)";
// TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA goes
// into gpr28+0 and gpr28+1
// TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA
// goes into gpr28+0 and gpr28+1
size_t offset{};
for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) {
@ -1412,8 +1422,8 @@ private:
shader.AddLine("return true;");
if (instr.pred.pred_index == static_cast<u64>(Pred::UnusedIndex)) {
// If this is an unconditional exit then just end processing here, otherwise we
// have to account for the possibility of the condition not being met, so
// If this is an unconditional exit then just end processing here, otherwise
// we have to account for the possibility of the condition not being met, so
// continue processing the next instruction.
offset = PROGRAM_END - 1;
}