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Loops in shaders (no TDRs! woo!).
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@ -291,8 +291,11 @@ void main() {
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EmitSource(" bool p0 = false;\n");
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// Address register when using absolute addressing.
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EmitSource(" int a0 = 0;\n");
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// TODO(benvanik): remove when loops are implemented.
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EmitSource(" int aL = 0;\n"); // Hack!
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// Loop index stack - .x is the active loop, shifted right to yzw on push.
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EmitSource(" ivec4 aL = ivec4(0);\n");
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// Loop counter stack, .x is the active loop.
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// Represents number of times remaining to loop.
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EmitSource(" ivec4 loop_count = ivec4(0);\n");
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// Temps for source register values.
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EmitSource(" vec4 src0;\n");
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EmitSource(" vec4 src1;\n");
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@ -378,7 +381,32 @@ void GlslShaderTranslator::ProcessLoopStartInstruction(
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EmitSource("// ");
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instr.Disassemble(&source_);
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EmitUnimplementedTranslationError();
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// Setup counter.
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EmitSourceDepth(
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"loop_count = ivec4(state.loop_consts[%u].x & 0xFF, "
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"loop_count.x, loop_count.y, loop_count.z);\n",
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instr.loop_constant_index);
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// Setup relative indexing.
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if (instr.is_repeat) {
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// Reuse the current loop index.
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EmitSourceDepth("aL = ivec4(aL.x, aL.x, aL.y, aL.z);\n");
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} else {
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// Push new loop starting index.
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EmitSourceDepth(
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"aL = ivec4((state.loop_consts[%u] >> 8) & 0xFF, aL.x, aL.y, aL.z);\n",
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instr.loop_constant_index);
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}
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// Quick skip loop if zero count.
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EmitSourceDepth("if (loop_count.x == 0) {\n");
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EmitSourceDepth(" pc = 0x%X; // Skip loop to L%d\n",
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instr.loop_skip_address, instr.loop_skip_address);
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EmitSourceDepth("} else {\n");
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EmitSourceDepth(" pc = 0x%X; // Fallthrough to loop body L%d\n",
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instr.dword_index + 1, instr.dword_index + 1);
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EmitSourceDepth("}\n");
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cf_wrote_pc_ = true;
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}
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void GlslShaderTranslator::ProcessLoopEndInstruction(
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@ -386,7 +414,38 @@ void GlslShaderTranslator::ProcessLoopEndInstruction(
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EmitSource("// ");
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instr.Disassemble(&source_);
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EmitUnimplementedTranslationError();
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// Decrement loop counter, and if we are done break out.
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EmitSourceDepth("if (--loop_count.x == 0");
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if (instr.is_predicated_break) {
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// If the predicate condition is met we 'break;' out of the loop.
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// Need to restore stack and fall through to the next cf.
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EmitSource(" || %cp0) {\n", instr.predicate_condition ? ' ' : '!');
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} else {
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EmitSource(") {\n");
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}
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Indent();
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// Loop completed - pop and fall through to next cf.
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EmitSourceDepth(
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"loop_count = ivec4(loop_count.y, loop_count.z, loop_count.w, 0);\n");
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EmitSourceDepth("aL = ivec4(aL.y, aL.z, aL.w, 0);\n");
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uint32_t next_address = instr.dword_index + 1;
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EmitSourceDepth("pc = 0x%X; // Exit loop to L%d\n", instr.dword_index + 1,
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instr.dword_index + 1);
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Unindent();
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EmitSourceDepth("} else {\n");
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Indent();
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// Still looping. Adjust index and jump back to body.
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EmitSourceDepth("aL.x += (state.loop_consts[%u] << 8) >> 24;\n",
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instr.loop_constant_index);
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EmitSourceDepth("pc = 0x%X; // Loop back to body L%d\n",
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instr.loop_body_address, instr.loop_body_address);
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Unindent();
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EmitSourceDepth("}\n");
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cf_wrote_pc_ = true;
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}
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void GlslShaderTranslator::ProcessCallInstruction(
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@ -657,9 +716,9 @@ void GlslShaderTranslator::EmitLoadOperand(size_t i,
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break;
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case InstructionStorageAddressingMode::kAddressRelative:
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if (storage_index_offset) {
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EmitSource("[%d+%d+aL]", storage_index_offset, op.storage_index);
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EmitSource("[%d+%d+aL.x]", storage_index_offset, op.storage_index);
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} else {
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EmitSource("[%d+aL]", op.storage_index);
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EmitSource("[%d+aL.x]", op.storage_index);
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}
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break;
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}
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@ -736,7 +795,7 @@ void GlslShaderTranslator::EmitStoreResult(const InstructionResult& result,
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EmitSource("[%d+a0]", result.storage_index);
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break;
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case InstructionStorageAddressingMode::kAddressRelative:
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EmitSource("[%d+aL]", result.storage_index);
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EmitSource("[%d+aL.x]", result.storage_index);
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break;
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}
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}
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