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Unimplemented HLSL ASM Instructions
baldurk edited this page Sep 6, 2014
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The rest of these are probably hard to implement, or I'm missing dependencies (like GS/HS/DS debugging).
- OPCODE_INTERFACE_CALL
- OPCODE_CALL
- OPCODE_CALLC
- OPCODE_RET (this assumes that we don't have a 'callstack' of function calls to return from, and ends the shader currently)
- OPCODE_CUT
- OPCODE_EMIT
- OPCODE_EMITTHENCUT
- OPCODE_EMIT_STREAM
- OPCODE_CUT_STREAM
- OPCODE_EMITTHENCUT_STREAM
- OPCODE_HS_DECLS
- OPCODE_HS_CONTROL_POINT_PHASE
- OPCODE_HS_FORK_PHASE
- OPCODE_HS_JOIN_PHASE
These are not documented anywhere on the bytecode side, only hlsl side 😩. Most of them are obvious though.
- OPCODE_ABORT
- OPCODE_DEBUGBREAK - ???
- OPCODE_MSAD
Feedback functions (for tiled resources)
- OPCODE_GATHER4_FEEDBACK
- OPCODE_GATHER4_C_FEEDBACK
- OPCODE_GATHER4_PO_FEEDBACK
- OPCODE_GATHER4_PO_C_FEEDBACK
- OPCODE_LD_FEEDBACK
- OPCODE_LD_MS_FEEDBACK
- OPCODE_LD_UAV_TYPED_FEEDBACK
- OPCODE_LD_RAW_FEEDBACK
- OPCODE_LD_STRUCTURED_FEEDBACK
- OPCODE_SAMPLE_L_FEEDBACK
- OPCODE_SAMPLE_C_LZ_FEEDBACK
- OPCODE_SAMPLE_CLAMP_FEEDBACK
- OPCODE_SAMPLE_B_CLAMP_FEEDBACK
- OPCODE_SAMPLE_D_CLAMP_FEEDBACK
- OPCODE_SAMPLE_C_CLAMP_FEEDBACK
- OPCODE_CHECK_ACCESS_FULLY_MAPPED
- OPCODE_SYNC - how to implement this? no threads to sync to.