GPU/Shader: Don't predicate instructions that don't have a predicate field (SSY).
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@ -598,6 +598,13 @@ public:
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Unknown,
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};
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/// Returns whether an opcode has an execution predicate field or not (ie, whether it can be
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/// conditionally executed).
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static bool IsPredicatedInstruction(Id opcode) {
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// TODO(Subv): Add the rest of unpredicated instructions.
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return opcode != Id::SSY;
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}
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class Matcher {
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public:
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Matcher(const char* const name, u16 mask, u16 expected, OpCode::Id id, OpCode::Type type)
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@ -837,7 +837,11 @@ private:
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ASSERT_MSG(instr.pred.full_pred != Pred::NeverExecute,
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"NeverExecute predicate not implemented");
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if (instr.pred.pred_index != static_cast<u64>(Pred::UnusedIndex)) {
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// Some instructions (like SSY) don't have a predicate field, they are always
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// unconditionally executed.
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bool can_be_predicated = OpCode::IsPredicatedInstruction(opcode->GetId());
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if (can_be_predicated && instr.pred.pred_index != static_cast<u64>(Pred::UnusedIndex)) {
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shader.AddLine("if (" +
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GetPredicateCondition(instr.pred.pred_index, instr.negate_pred != 0) +
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')');
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@ -1709,7 +1713,7 @@ private:
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}
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// Close the predicate condition scope.
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if (instr.pred.pred_index != static_cast<u64>(Pred::UnusedIndex)) {
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if (can_be_predicated && instr.pred.pred_index != static_cast<u64>(Pred::UnusedIndex)) {
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--shader.scope;
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shader.AddLine('}');
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}
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