Possibly right const addressing and more shader instructions.
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@@ -55,8 +55,8 @@ class GL4ShaderTranslator {
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va_end(args);
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}
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void AppendSrcReg(uint32_t num, uint32_t type, uint32_t swiz, uint32_t negate,
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uint32_t abs);
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void AppendSrcReg(const ucode::instr_alu_t& op, uint32_t num, uint32_t type,
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uint32_t swiz, uint32_t negate);
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void PrintSrcReg(uint32_t num, uint32_t type, uint32_t swiz, uint32_t negate,
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uint32_t abs);
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void PrintVectorDstReg(const ucode::instr_alu_t& alu);
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@@ -92,7 +92,8 @@ class GL4ShaderTranslator {
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bool TranslateALU_PRED_SETNE_PUSHv(const ucode::instr_alu_t& alu);
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bool TranslateALU_PRED_SETGT_PUSHv(const ucode::instr_alu_t& alu);
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bool TranslateALU_PRED_SETGTE_PUSHv(const ucode::instr_alu_t& alu);
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// ...
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bool TranslateALU_DSTv(const ucode::instr_alu_t& alu);
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bool TranslateALU_MOVAv(const ucode::instr_alu_t& alu);
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bool TranslateALU_ADDs(const ucode::instr_alu_t& alu);
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bool TranslateALU_ADD_PREVs(const ucode::instr_alu_t& alu);
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bool TranslateALU_MULs(const ucode::instr_alu_t& alu);
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@@ -109,6 +110,7 @@ class GL4ShaderTranslator {
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bool TranslateALU_TRUNCs(const ucode::instr_alu_t& alu);
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bool TranslateALU_FLOORs(const ucode::instr_alu_t& alu);
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bool TranslateALU_EXP_IEEE(const ucode::instr_alu_t& alu);
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bool TranslateALU_LOG_CLAMP(const ucode::instr_alu_t& alu);
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bool TranslateALU_LOG_IEEE(const ucode::instr_alu_t& alu);
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bool TranslateALU_RECIP_CLAMP(const ucode::instr_alu_t& alu);
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bool TranslateALU_RECIP_FF(const ucode::instr_alu_t& alu);
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@@ -116,7 +118,8 @@ class GL4ShaderTranslator {
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bool TranslateALU_RECIPSQ_CLAMP(const ucode::instr_alu_t& alu);
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bool TranslateALU_RECIPSQ_FF(const ucode::instr_alu_t& alu);
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bool TranslateALU_RECIPSQ_IEEE(const ucode::instr_alu_t& alu);
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// ...
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bool TranslateALU_MOVAs(const ucode::instr_alu_t& alu);
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bool TranslateALU_MOVA_FLOORs(const ucode::instr_alu_t& alu);
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bool TranslateALU_SUBs(const ucode::instr_alu_t& alu);
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bool TranslateALU_SUB_PREVs(const ucode::instr_alu_t& alu);
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bool TranslateALU_PRED_SETXXs(const ucode::instr_alu_t& alu, const char* op);
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