ShaderGen: Ignore the 'sched' instruction when generating shaders.
The 'sched' instruction has a very convoluted encoding, but fortunately it seems to only appear on a fixed interval (once every 4 instructions).
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@ -276,6 +276,18 @@ private:
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shader.AddLine(dest + " = " + src + ";");
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shader.AddLine(dest + " = " + src + ";");
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}
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}
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/*
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* Returns whether the instruction at the specified offset is a 'sched' instruction.
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* Sched instructions always appear before a sequence of 3 instructions.
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*/
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bool IsSchedInstruction(u32 offset) const {
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// sched instructions appear once every 4 instructions.
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static constexpr size_t SchedPeriod = 4;
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u32 absolute_offset = offset - main_offset;
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return (absolute_offset % SchedPeriod) == 0;
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}
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/**
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/**
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* Compiles a single instruction from Tegra to GLSL.
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* Compiles a single instruction from Tegra to GLSL.
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* @param offset the offset of the Tegra shader instruction.
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* @param offset the offset of the Tegra shader instruction.
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@ -283,6 +295,10 @@ private:
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* + 1. If the current instruction always terminates the program, returns PROGRAM_END.
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* + 1. If the current instruction always terminates the program, returns PROGRAM_END.
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*/
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*/
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u32 CompileInstr(u32 offset) {
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u32 CompileInstr(u32 offset) {
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// Ignore sched instructions when generating code.
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if (IsSchedInstruction(offset))
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return offset + 1;
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const Instruction instr = {program_code[offset]};
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const Instruction instr = {program_code[offset]};
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shader.AddLine("// " + std::to_string(offset) + ": " + OpCode::GetInfo(instr.opcode).name);
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shader.AddLine("// " + std::to_string(offset) + ": " + OpCode::GetInfo(instr.opcode).name);
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