Add support for Vertex Program A and other small shader improvements (#192)
* Add WIP support for Vertex Program A, add the FADD_I32 shader instruction, small fix on FFMA_I encoding, nits * Add separate subroutines for program A/B, and copy attributes to a temp * Move finalization code to main * Add new line after flip uniform on the shader * Handle possible case where VPB uses an output attribute written by VPA but not available on the vbo * Address PR feedback
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@ -24,7 +24,14 @@ namespace Ryujinx.Graphics.Gal.Shader
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public static void Exit(ShaderIrBlock Block, long OpCode)
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{
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Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Exit), OpCode));
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int CCode = (int)OpCode & 0x1f;
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//TODO: Figure out what the other condition codes mean...
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if (CCode == 0xf)
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{
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Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Exit), OpCode));
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}
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}
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public static void Kil(ShaderIrBlock Block, long OpCode)
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