using System;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
public static void Bra(ShaderIrBlock block, long opCode, int position)
if ((opCode & 0x20) != 0)
//This reads the target offset from the constant buffer.
//Almost impossible to support with GLSL.
throw new NotImplementedException();
}
ShaderIrOperImm imm = new ShaderIrOperImm(position + opCode.Branch());
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Bra, imm)));
public static void Exit(ShaderIrBlock block, long opCode, int position)
int cCode = (int)opCode & 0x1f;
//TODO: Figure out what the other condition codes mean...
if (cCode == 0xf)
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Exit)));
public static void Kil(ShaderIrBlock block, long opCode, int position)
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Kil)));
public static void Ssy(ShaderIrBlock block, long opCode, int position)
block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, imm));
public static void Sync(ShaderIrBlock block, long opCode, int position)
//TODO: Implement Sync condition codes
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Sync)));