shader_decode: Fix LD, LDG when track constant buffer

This commit is contained in:
Nguyen Dac Nam 2020-02-28 11:59:05 +07:00 committed by namkazy
parent 969357af1a
commit 6c0c2dfabc
1 changed files with 12 additions and 4 deletions

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@ -159,11 +159,19 @@ std::tuple<Node, u32, u32> ShaderIR::TrackCbuf(Node tracked, const NodeBlock& co
} }
// Reduce the cursor in one to avoid infinite loops when the instruction sets the same // Reduce the cursor in one to avoid infinite loops when the instruction sets the same
// register that it uses as operand // register that it uses as operand
const auto [source, new_cursor] = TrackRegister(gpr, code, cursor - 1); s64 current_cursor = cursor;
if (!source) { while (current_cursor > 0) {
return {}; const auto [source, new_cursor] = TrackRegister(gpr, code, current_cursor - 1);
current_cursor = new_cursor;
if (!source) {
continue;
}
const auto [base_address, index, offset] = TrackCbuf(source, code, current_cursor);
if (base_address != nullptr) {
return {base_address, index, offset};
}
} }
return TrackCbuf(source, code, new_cursor); return {};
} }
if (const auto operation = std::get_if<OperationNode>(&*tracked)) { if (const auto operation = std::get_if<OperationNode>(&*tracked)) {
for (std::size_t i = operation->GetOperandsCount(); i > 0; --i) { for (std::size_t i = operation->GetOperandsCount(); i > 0; --i) {