Pica/VertexShader: Implement JMPC/JMPU/CALLC/CALLU.
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externals/nihstro
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externals/nihstro
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@ -1 +1 @@
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Subproject commit fc71f8684d26ccf277ad68809c8bd7273141fe89
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Subproject commit 0a8b4d221425f13e24a3cef9b02edc3221bab211
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@ -349,12 +349,44 @@ static void ProcessShaderCode(VertexShaderState& state) {
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break;
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}
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default:
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{
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static auto evaluate_condition = [](const VertexShaderState& state, bool refx, bool refy, Instruction::FlowControlType flow_control) {
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bool results[2] = { refx == state.conditional_code[0],
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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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return results[0] || results[1];
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case flow_control.And:
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return results[0] && results[1];
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case flow_control.JustX:
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return results[0];
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case flow_control.JustY:
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return results[1];
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}
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};
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// Handle each instruction on its own
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switch (instr.opcode) {
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case Instruction::OpCode::END:
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exit_loop = true;
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break;
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case Instruction::OpCode::JMPC:
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if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
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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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case Instruction::OpCode::JMPU:
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if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
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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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case Instruction::OpCode::CALL:
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call(state,
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instr.flow_control.dest_offset,
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@ -362,6 +394,24 @@ static void ProcessShaderCode(VertexShaderState& state) {
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binary_offset + 1);
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break;
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case Instruction::OpCode::CALLU:
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if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
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call(state,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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binary_offset + 1);
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}
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break;
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case Instruction::OpCode::CALLC:
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if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
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call(state,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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binary_offset + 1);
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}
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break;
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case Instruction::OpCode::NOP:
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break;
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@ -384,29 +434,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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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] = { (bool)flow_control.refx == state.conditional_code[0],
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(bool)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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if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
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call(state,
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binary_offset + 1,
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instr.flow_control.dest_offset - binary_offset - 1,
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@ -429,6 +457,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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break;
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}
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}
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++state.program_counter;
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