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shader_decode: Implement IADD
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1 changed files with 28 additions and 1 deletions
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@ -16,7 +16,34 @@ u32 ShaderIR::DecodeArithmeticInteger(BasicBlock& bb, u32 pc) {
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const Instruction instr = {program_code[pc]};
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const auto opcode = OpCode::Decode(instr);
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UNIMPLEMENTED();
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Node op_a = GetRegister(instr.gpr8);
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Node op_b = [&]() {
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if (instr.is_b_imm) {
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return Immediate(instr.alu.GetSignedImm20_20());
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} else if (instr.is_b_gpr) {
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return GetRegister(instr.gpr20);
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} else {
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return GetConstBuffer(instr.cbuf34.index, instr.cbuf34.offset);
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}
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}();
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switch (opcode->get().GetId()) {
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case OpCode::Id::IADD_C:
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case OpCode::Id::IADD_R:
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case OpCode::Id::IADD_IMM: {
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UNIMPLEMENTED_IF_MSG(instr.generates_cc,
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"Condition codes generation in IADD is not implemented");
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UNIMPLEMENTED_IF_MSG(instr.alu.saturate_d, "IADD saturation not implemented");
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op_a = GetOperandAbsNegInteger(op_a, false, instr.alu_integer.negate_a, true);
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op_b = GetOperandAbsNegInteger(op_b, false, instr.alu_integer.negate_b, true);
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SetRegister(bb, instr.gpr0, Operation(OperationCode::IAdd, PRECISE, op_a, op_b));
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break;
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}
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default:
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UNIMPLEMENTED_MSG("Unhandled ArithmeticInteger instruction: {}", opcode->get().GetName());
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}
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return pc;
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}
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