using System;
using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
public static void Bra(ShaderIrBlock Block, long OpCode, long Position)
if ((OpCode & 0x20) != 0)
//This reads the target offset from the constant buffer.
//Almost impossible to support with GLSL.
throw new NotImplementedException();
}
int Target = OpCode.Branch();
ShaderIrOperImm Imm = new ShaderIrOperImm(Target);
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Bra, Imm)));
public static void Exit(ShaderIrBlock Block, long OpCode, long 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, long Position)
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Kil)));
public static void Ssy(ShaderIrBlock Block, long OpCode, long Position)
int Offset = OpCode.Branch();
int Target = (int)(Position + Offset);
Block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, Imm));
public static void Sync(ShaderIrBlock Block, long OpCode, long Position)
//TODO: Implement Sync condition codes
Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Sync)));