shader_decode: Implement I2I

This commit is contained in:
ReinUsesLisp 2018-12-17 21:14:25 -03:00
parent 6ca31f544a
commit e8235c0215

View file

@ -18,6 +18,32 @@ u32 ShaderIR::DecodeConversion(BasicBlock& bb, u32 pc) {
const auto opcode = OpCode::Decode(instr);
switch (opcode->get().GetId()) {
case OpCode::Id::I2I_R: {
UNIMPLEMENTED_IF(instr.conversion.selector);
const bool input_signed = instr.conversion.is_input_signed;
const bool output_signed = instr.conversion.is_output_signed;
Node value = GetRegister(instr.gpr20);
value = ConvertIntegerSize(value, instr.conversion.src_size, input_signed);
value = GetOperandAbsNegInteger(value, instr.conversion.abs_a, instr.conversion.negate_a,
input_signed);
if (input_signed != output_signed) {
value = SignedOperation(OperationCode::ICastUnsigned, output_signed, NO_PRECISE, value);
}
SetRegister(bb, instr.gpr0, value);
if (instr.generates_cc) {
const Node zero_condition =
SignedOperation(OperationCode::LogicalIEqual, output_signed, value, Immediate(0));
SetInternalFlag(bb, InternalFlag::Zero, zero_condition);
LOG_WARNING(HW_GPU, "I2I Condition codes implementation is incomplete.");
}
break;
}
case OpCode::Id::I2F_R:
case OpCode::Id::I2F_C: {
UNIMPLEMENTED_IF(instr.conversion.dest_size != Register::Size::Word);