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GPU: Take into account predicated exits when performing shader control flow analysis.

This commit is contained in:
Subv 2018-06-04 19:14:23 -05:00
parent cdd92dc692
commit d27279092f
1 changed files with 10 additions and 1 deletions

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@ -115,7 +115,16 @@ private:
if (const auto opcode = OpCode::Decode(instr)) { if (const auto opcode = OpCode::Decode(instr)) {
switch (opcode->GetId()) { switch (opcode->GetId()) {
case OpCode::Id::EXIT: { case OpCode::Id::EXIT: {
return exit_method = ExitMethod::AlwaysEnd; // The EXIT instruction can be predicated, which means that the shader can
// conditionally end on this instruction. We have to consider the case where the
// condition is not met and check the exit method of that other basic block.
using Tegra::Shader::Pred;
if (instr.pred.pred_index == static_cast<u64>(Pred::UnusedIndex)) {
return exit_method = ExitMethod::AlwaysEnd;
} else {
ExitMethod not_met = Scan(offset + 1, end, labels);
return exit_method = ParallelExit(ExitMethod::AlwaysEnd, not_met);
}
} }
case OpCode::Id::BRA: { case OpCode::Id::BRA: {
u32 target = offset + instr.bra.GetBranchTarget(); u32 target = offset + instr.bra.GetBranchTarget();