shader_decode: Implement LD_L

This commit is contained in:
ReinUsesLisp 2018-12-21 02:33:15 -03:00
parent 21f9e9da09
commit 8d42feb09b

View File

@ -104,6 +104,24 @@ u32 ShaderIR::DecodeMemory(BasicBlock& bb, u32 pc) {
} }
break; break;
} }
case OpCode::Id::LD_L: {
UNIMPLEMENTED_IF_MSG(instr.ld_l.unknown == 1, "LD_L Unhandled mode: {}",
static_cast<unsigned>(instr.ld_l.unknown.Value()));
const Node index = Operation(OperationCode::IAdd, GetRegister(instr.gpr8),
Immediate(static_cast<s32>(instr.smem_imm)));
const Node lmem = GetLocalMemory(index);
switch (instr.ldst_sl.type.Value()) {
case Tegra::Shader::StoreType::Bytes32:
SetRegister(bb, instr.gpr0, lmem);
break;
default:
UNIMPLEMENTED_MSG("LD_L Unhandled type: {}",
static_cast<unsigned>(instr.ldst_sl.type.Value()));
}
break;
}
case OpCode::Id::ST_A: { case OpCode::Id::ST_A: {
UNIMPLEMENTED_IF_MSG(instr.gpr8.Value() != Register::ZeroIndex, UNIMPLEMENTED_IF_MSG(instr.gpr8.Value() != Register::ZeroIndex,
"Indirect attribute loads are not supported"); "Indirect attribute loads are not supported");