diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 4007ecc02..7ae745356 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -842,6 +842,33 @@ private: shader.AddLine('}'); } + /* + * Emits code to push the input target address to the SSY address stack, incrementing the stack + * top. + */ + void EmitPushToSSYStack(u32 target) { + shader.AddLine('{'); + ++shader.scope; + shader.AddLine("ssy_stack[ssy_stack_top] = " + std::to_string(target) + "u;"); + shader.AddLine("ssy_stack_top++;"); + --shader.scope; + shader.AddLine('}'); + } + + /* + * Emits code to pop an address from the SSY address stack, setting the jump address to the + * popped address and decrementing the stack top. + */ + void EmitPopFromSSYStack() { + shader.AddLine('{'); + ++shader.scope; + shader.AddLine("ssy_stack_top--;"); + shader.AddLine("jmp_to = ssy_stack[ssy_stack_top];"); + shader.AddLine("break;"); + --shader.scope; + shader.AddLine('}'); + } + /** * Compiles a single instruction from Tegra to GLSL. * @param offset the offset of the Tegra shader instruction. @@ -1870,13 +1897,13 @@ private: ASSERT_MSG(instr.bra.constant_buffer == 0, "Constant buffer SSY is not supported"); u32 target = offset + instr.bra.GetBranchTarget(); - shader.AddLine("ssy_target = " + std::to_string(target) + "u;"); + EmitPushToSSYStack(target); break; } case OpCode::Id::SYNC: { // The SYNC opcode jumps to the address previously set by the SSY opcode ASSERT(instr.flow.cond == Tegra::Shader::FlowCondition::Always); - shader.AddLine("{ jmp_to = ssy_target; break; }"); + EmitPopFromSSYStack(); break; } case OpCode::Id::DEPBAR: { @@ -1947,7 +1974,13 @@ private: } else { labels.insert(subroutine.begin); shader.AddLine("uint jmp_to = " + std::to_string(subroutine.begin) + "u;"); - shader.AddLine("uint ssy_target = 0u;"); + + // TODO(Subv): Figure out the actual depth of the SSY stack, for now it seems + // unlikely that shaders will use 20 nested SSYs. + constexpr u32 SSY_STACK_SIZE = 20; + shader.AddLine("uint ssy_stack[" + std::to_string(SSY_STACK_SIZE) + "];"); + shader.AddLine("uint ssy_stack_top = 0u;"); + shader.AddLine("while (true) {"); ++shader.scope;