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@@ -16,7 +16,38 @@ u32 ShaderIR::DecodeOther(BasicBlock& bb, u32 pc) {
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const Instruction instr = {program_code[pc]};
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const auto opcode = OpCode::Decode(instr);
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- UNIMPLEMENTED();
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+ switch (opcode->get().GetId()) {
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+ case OpCode::Id::EXIT: {
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+ const Tegra::Shader::ConditionCode cc = instr.flow_condition_code;
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+ UNIMPLEMENTED_IF_MSG(cc != Tegra::Shader::ConditionCode::T, "EXIT condition code used: {}",
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+ static_cast<u32>(cc));
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+
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+ switch (instr.flow.cond) {
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+ case Tegra::Shader::FlowCondition::Always:
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+ bb.push_back(Operation(OperationCode::Exit));
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+ if (instr.pred.pred_index == static_cast<u64>(Tegra::Shader::Pred::UnusedIndex)) {
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+ // If this is an unconditional exit then just end processing here,
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+ // otherwise we have to account for the possibility of the condition
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+ // not being met, so continue processing the next instruction.
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+ pc = MAX_PROGRAM_LENGTH - 1;
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+ }
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+ break;
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+
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+ case Tegra::Shader::FlowCondition::Fcsm_Tr:
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+ // TODO(bunnei): What is this used for? If we assume this conditon is not
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+ // satisifed, dual vertex shaders in Farming Simulator make more sense
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+ UNIMPLEMENTED_MSG("Skipping unknown FlowCondition::Fcsm_Tr");
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+ break;
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+
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+ default:
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+ UNIMPLEMENTED_MSG("Unhandled flow condition: {}",
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+ static_cast<u32>(instr.flow.cond.Value()));
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+ }
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+ break;
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+ }
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+ default:
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+ UNIMPLEMENTED_MSG("Unhandled instruction: {}", opcode->get().GetName());
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+ }
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return pc;
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}
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