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Shader: Implement "invert condition" feature of IFU instruction
If the bit 0 of the JMPU instruction is set, then the jump condition will be inverted. That is, a jump will happen when the boolean is false instead of when it is true.
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@ -515,7 +515,8 @@ void RunInterpreter(UnitState<Debug>& state) {
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case OpCode::Id::JMPU:
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case OpCode::Id::JMPU:
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Record<DebugDataRecord::COND_BOOL_IN>(state.debug, iteration, uniforms.b[instr.flow_control.bool_uniform_id]);
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Record<DebugDataRecord::COND_BOOL_IN>(state.debug, iteration, uniforms.b[instr.flow_control.bool_uniform_id]);
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if (uniforms.b[instr.flow_control.bool_uniform_id]) {
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if (uniforms.b[instr.flow_control.bool_uniform_id] == !(instr.flow_control.num_instructions & 1)) {
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state.program_counter = instr.flow_control.dest_offset - 1;
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state.program_counter = instr.flow_control.dest_offset - 1;
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}
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}
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break;
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break;
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@ -710,7 +710,9 @@ void JitCompiler::Compile_JMP(Instruction instr) {
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else
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else
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UNREACHABLE();
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UNREACHABLE();
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FixupBranch b = J_CC(CC_NZ, true);
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bool inverted_condition = (instr.opcode.Value() == OpCode::Id::JMPU) &&
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(instr.flow_control.num_instructions & 1);
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FixupBranch b = J_CC(inverted_condition ? CC_Z : CC_NZ, true);
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Compile_Block(instr.flow_control.dest_offset);
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Compile_Block(instr.flow_control.dest_offset);
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