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authorReinUsesLisp <[email protected]>2019-08-09 23:50:21 -0300
committerReinUsesLisp <[email protected]>2019-08-21 14:50:38 -0300
commit4e35177e23069ad7a4cb0fdfa2ad5b34300c44f7 (patch)
tree230bc98a8bdd67a95c5abde32294655469845b3b /CMakeModules/GenerateSCMRev.cmake
parentb4a8cfbd00863032fe4b4ed0145cfe1711b9317d (diff)
downloadyuzu-mainline-4e35177e23069ad7a4cb0fdfa2ad5b34300c44f7.tar.gz
yuzu-mainline-4e35177e23069ad7a4cb0fdfa2ad5b34300c44f7.zip
shader_ir: Implement VOTE
Implement VOTE using Nvidia's intrinsics. Documentation about these can be found here https://developer.nvidia.com/reading-between-threads-shader-intrinsics Instead of using portable ARB instructions I opted to use Nvidia intrinsics because these are the closest we have to how Tegra X1 hardware renders. To stub VOTE on non-Nvidia drivers (including nouveau) this commit simulates a GPU with a warp size of one, returning what is meaningful for the instruction being emulated: * anyThreadNV(value) -> value * allThreadsNV(value) -> value * allThreadsEqualNV(value) -> true ballotARB, also known as "uint64_t(activeThreadsNV())", emits VOTE.ANY Rd, PT, PT; on nouveau's compiler. This doesn't match exactly to Nvidia's code VOTE.ALL Rd, PT, PT; Which is emulated with activeThreadsNV() by this commit. In theory this shouldn't really matter since .ANY, .ALL and .EQ affect the predicates (set to PT on those cases) and not the registers.
Diffstat (limited to 'CMakeModules/GenerateSCMRev.cmake')
-rw-r--r--CMakeModules/GenerateSCMRev.cmake1
1 files changed, 1 insertions, 0 deletions
diff --git a/CMakeModules/GenerateSCMRev.cmake b/CMakeModules/GenerateSCMRev.cmake
index abdc74428..a1ace89cb 100644
--- a/CMakeModules/GenerateSCMRev.cmake
+++ b/CMakeModules/GenerateSCMRev.cmake
@@ -81,6 +81,7 @@ set(HASH_FILES
"${VIDEO_CORE}/shader/decode/register_set_predicate.cpp"
"${VIDEO_CORE}/shader/decode/shift.cpp"
"${VIDEO_CORE}/shader/decode/video.cpp"
+ "${VIDEO_CORE}/shader/decode/warp.cpp"
"${VIDEO_CORE}/shader/decode/xmad.cpp"
"${VIDEO_CORE}/shader/control_flow.cpp"
"${VIDEO_CORE}/shader/control_flow.h"