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Use multiple dest operands for shader call instructions (#1975)
* Use multiple dest operands for shader call instructions * Passing opNode is no longer needed
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parent
f93089a64f
commit
053dcfdb05
7 changed files with 40 additions and 45 deletions
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@ -299,21 +299,23 @@ namespace Ryujinx.Graphics.Shader.Translation
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var fru = frus[funcId.Value];
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Operand[] regs = new Operand[fru.InArguments.Length];
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Operand[] inRegs = new Operand[fru.InArguments.Length];
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for (int i = 0; i < fru.InArguments.Length; i++)
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{
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regs[i] = OperandHelper.Register(fru.InArguments[i]);
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inRegs[i] = OperandHelper.Register(fru.InArguments[i]);
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}
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operation.AppendOperands(regs);
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operation.AppendSources(inRegs);
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Operand[] outRegs = new Operand[1 + fru.OutArguments.Length];
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for (int i = 0; i < fru.OutArguments.Length; i++)
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{
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Operation callOutArgOp = new Operation(Instruction.CallOutArgument, OperandHelper.Register(fru.OutArguments[i]));
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node = block.Operations.AddAfter(node, callOutArgOp);
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outRegs[1 + i] = OperandHelper.Register(fru.OutArguments[i]);
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}
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operation.AppendDests(outRegs);
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}
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}
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}
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