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path: root/src/video_core/shader/decode.cpp
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Diffstat (limited to 'src/video_core/shader/decode.cpp')
-rw-r--r--src/video_core/shader/decode.cpp13
1 files changed, 7 insertions, 6 deletions
diff --git a/src/video_core/shader/decode.cpp b/src/video_core/shader/decode.cpp
index 29c8895c5..47a9fd961 100644
--- a/src/video_core/shader/decode.cpp
+++ b/src/video_core/shader/decode.cpp
@@ -46,15 +46,15 @@ void ShaderIR::Decode() {
coverage_end = shader_info.end;
if (shader_info.decompilable) {
disable_flow_stack = true;
- const auto insert_block = ([this](NodeBlock& nodes, u32 label) {
- if (label == exit_branch) {
+ const auto insert_block = [this](NodeBlock& nodes, u32 label) {
+ if (label == static_cast<u32>(exit_branch)) {
return;
}
basic_blocks.insert({label, nodes});
- });
+ };
const auto& blocks = shader_info.blocks;
NodeBlock current_block;
- u32 current_label = exit_branch;
+ u32 current_label = static_cast<u32>(exit_branch);
for (auto& block : blocks) {
if (shader_info.labels.count(block.start) != 0) {
insert_block(current_block, current_label);
@@ -103,7 +103,7 @@ void ShaderIR::DecodeRangeInner(NodeBlock& bb, u32 begin, u32 end) {
}
void ShaderIR::InsertControlFlow(NodeBlock& bb, const ShaderBlock& block) {
- const auto apply_conditions = ([&](const Condition& cond, Node n) -> Node {
+ const auto apply_conditions = [&](const Condition& cond, Node n) -> Node {
Node result = n;
if (cond.cc != ConditionCode::T) {
result = Conditional(GetConditionCode(cond.cc), {result});
@@ -117,7 +117,7 @@ void ShaderIR::InsertControlFlow(NodeBlock& bb, const ShaderBlock& block) {
result = Conditional(GetPredicate(pred, is_neg), {result});
}
return result;
- });
+ };
if (block.branch.address < 0) {
if (block.branch.kills) {
Node n = Operation(OperationCode::Discard);
@@ -176,6 +176,7 @@ u32 ShaderIR::DecodeInstr(NodeBlock& bb, u32 pc) {
{OpCode::Type::Ffma, &ShaderIR::DecodeFfma},
{OpCode::Type::Hfma2, &ShaderIR::DecodeHfma2},
{OpCode::Type::Conversion, &ShaderIR::DecodeConversion},
+ {OpCode::Type::Warp, &ShaderIR::DecodeWarp},
{OpCode::Type::Memory, &ShaderIR::DecodeMemory},
{OpCode::Type::Texture, &ShaderIR::DecodeTexture},
{OpCode::Type::Image, &ShaderIR::DecodeImage},