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Avoid gpr overwritting on Ld_C instruction (#371)
* Avoid gpr overwritting on LD_C instruction * Address feedback * Ignore invalid registers
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afdeee2b86
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@ -35,13 +35,6 @@ namespace Ryujinx.Graphics.Gal.Shader
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(int)(OpCode >> 20) & 0x3fff);
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(int)(OpCode >> 20) & 0x3fff);
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}
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}
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public static ShaderIrOperCbuf GetOperCbuf36(long OpCode)
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{
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return new ShaderIrOperCbuf(
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(int)(OpCode >> 36) & 0x1f,
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(int)(OpCode >> 22) & 0x3fff, GetOperGpr8(OpCode));
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}
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public static ShaderIrOperGpr GetOperGpr8(long OpCode)
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public static ShaderIrOperGpr GetOperGpr8(long OpCode)
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{
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{
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return new ShaderIrOperGpr((int)(OpCode >> 8) & 0xff);
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return new ShaderIrOperGpr((int)(OpCode >> 8) & 0xff);
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@ -52,23 +52,35 @@ namespace Ryujinx.Graphics.Gal.Shader
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public static void Ld_C(ShaderIrBlock Block, long OpCode)
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public static void Ld_C(ShaderIrBlock Block, long OpCode)
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{
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{
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int Type = (int)(OpCode >> 48) & 7;
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int CbufPos = (int)(OpCode >> 22) & 0x3fff;
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int CbufIndex = (int)(OpCode >> 36) & 0x1f;
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int Type = (int)(OpCode >> 48) & 7;
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if (Type > 5)
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if (Type > 5)
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{
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{
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throw new InvalidOperationException();
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throw new InvalidOperationException();
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}
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}
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ShaderIrOperGpr Temp = ShaderIrOperGpr.MakeTemporary();
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Block.AddNode(new ShaderIrAsg(Temp, GetOperGpr8(OpCode)));
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int Count = Type == 5 ? 2 : 1;
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int Count = Type == 5 ? 2 : 1;
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for (int Index = 0; Index < Count; Index++)
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for (int Index = 0; Index < Count; Index++)
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{
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{
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ShaderIrOperCbuf OperA = GetOperCbuf36(OpCode);
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ShaderIrOperCbuf OperA = new ShaderIrOperCbuf(CbufIndex, CbufPos, Temp);
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ShaderIrOperGpr OperD = GetOperGpr0 (OpCode);
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ShaderIrOperGpr OperD = GetOperGpr0(OpCode);
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OperA.Pos += Index;
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OperA.Pos += Index;
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OperD.Index += Index;
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OperD.Index += Index;
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if (!OperD.IsValidRegister)
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{
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break;
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}
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ShaderIrNode Node = OperA;
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ShaderIrNode Node = OperA;
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if (Type < 4)
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if (Type < 4)
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@ -6,11 +6,18 @@ namespace Ryujinx.Graphics.Gal.Shader
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public bool IsConst => Index == ZRIndex;
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public bool IsConst => Index == ZRIndex;
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public bool IsValidRegister => (Index <= ZRIndex);
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public int Index { get; set; }
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public int Index { get; set; }
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public ShaderIrOperGpr(int Index)
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public ShaderIrOperGpr(int Index)
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{
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{
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this.Index = Index;
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this.Index = Index;
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}
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}
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public static ShaderIrOperGpr MakeTemporary(int Index = 0)
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{
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return new ShaderIrOperGpr(0x100 + Index);
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}
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}
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}
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}
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}
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