shader_jit_x64: Execute certain asserts at runtime.
- This is because we compile the full shader code space, and therefore its common to compile malformed instructions.
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2 changed files with 19 additions and 5 deletions
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@ -146,6 +146,16 @@ static Instruction GetVertexShaderInstruction(size_t offset) {
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return { g_state.vs.program_code[offset] };
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}
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static void LogCritical(const char* msg) {
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LOG_CRITICAL(HW_GPU, msg);
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}
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void JitCompiler::RuntimeAssert(bool condition, const char* msg) {
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if (!condition) {
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ABI_CallFunctionP(reinterpret_cast<const void*>(LogCritical), const_cast<char*>(msg));
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}
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}
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/**
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* Loads and swizzles a source register into the specified XMM register.
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* @param instr VS instruction, used for determining how to load the source register
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@ -667,8 +677,7 @@ void JitCompiler::Compile_MAD(Instruction instr) {
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}
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void JitCompiler::Compile_IF(Instruction instr) {
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ASSERT_MSG(instr.flow_control.dest_offset > last_program_counter, "Backwards if-statements (%d -> %d) not supported",
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last_program_counter, instr.flow_control.dest_offset.Value());
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RuntimeAssert(instr.flow_control.dest_offset > last_program_counter, "Backwards if-statements not supported");
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// Evaluate the "IF" condition
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if (instr.opcode.Value() == OpCode::Id::IFU) {
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@ -699,9 +708,8 @@ void JitCompiler::Compile_IF(Instruction instr) {
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}
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void JitCompiler::Compile_LOOP(Instruction instr) {
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ASSERT_MSG(instr.flow_control.dest_offset > last_program_counter, "Backwards loops (%d -> %d) not supported",
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last_program_counter, instr.flow_control.dest_offset.Value());
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ASSERT_MSG(!looping, "Nested loops not supported");
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RuntimeAssert(instr.flow_control.dest_offset > last_program_counter, "Backwards loops not supported");
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RuntimeAssert(!looping, "Nested loops not supported");
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looping = true;
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@ -90,6 +90,12 @@ private:
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BitSet32 PersistentCallerSavedRegs();
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/**
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* Assertion evaluated at compile-time, but only triggered if executed at runtime.
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* @param msg Message to be logged if the assertion fails.
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*/
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void RuntimeAssert(bool condition, const char* msg);
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/**
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* Analyzes the entire shader program for `CALL` instructions before emitting any code,
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* identifying the locations where a return needs to be inserted.
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