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authorReinUsesLisp <reinuseslisp@airmail.cc>2020-04-02 02:37:32 +0200
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-04-02 02:48:55 +0200
commit2339fe199f3b08faa33b15048aa7158a2e0eff00 (patch)
tree28e28e8c22dfb27609f1926ea538a64dd4a6463f /src/video_core/shader/decode/other.cpp
parentMerge pull request #3591 from ReinUsesLisp/vk-wrapper-part2 (diff)
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Diffstat (limited to 'src/video_core/shader/decode/other.cpp')
-rw-r--r--src/video_core/shader/decode/other.cpp36
1 files changed, 21 insertions, 15 deletions
diff --git a/src/video_core/shader/decode/other.cpp b/src/video_core/shader/decode/other.cpp
index 4944e9d69..e6edec459 100644
--- a/src/video_core/shader/decode/other.cpp
+++ b/src/video_core/shader/decode/other.cpp
@@ -11,12 +11,17 @@
namespace VideoCommon::Shader {
+using std::move;
using Tegra::Shader::ConditionCode;
using Tegra::Shader::Instruction;
+using Tegra::Shader::IpaInterpMode;
using Tegra::Shader::OpCode;
+using Tegra::Shader::PixelImap;
using Tegra::Shader::Register;
using Tegra::Shader::SystemVariable;
+using Index = Tegra::Shader::Attribute::Index;
+
u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
const Instruction instr = {program_code[pc]};
const auto opcode = OpCode::Decode(instr);
@@ -213,27 +218,28 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
}
case OpCode::Id::IPA: {
const bool is_physical = instr.ipa.idx && instr.gpr8.Value() != 0xff;
-
const auto attribute = instr.attribute.fmt28;
- const Tegra::Shader::IpaMode input_mode{instr.ipa.interp_mode.Value(),
- instr.ipa.sample_mode.Value()};
+ const Index index = attribute.index;
Node value = is_physical ? GetPhysicalInputAttribute(instr.gpr8)
- : GetInputAttribute(attribute.index, attribute.element);
- const Tegra::Shader::Attribute::Index index = attribute.index.Value();
- const bool is_generic = index >= Tegra::Shader::Attribute::Index::Attribute_0 &&
- index <= Tegra::Shader::Attribute::Index::Attribute_31;
- if (is_generic || is_physical) {
- // TODO(Blinkhawk): There are cases where a perspective attribute use PASS.
- // In theory by setting them as perspective, OpenGL does the perspective correction.
- // A way must figured to reverse the last step of it.
- if (input_mode.interpolation_mode == Tegra::Shader::IpaInterpMode::Multiply) {
- value = Operation(OperationCode::FMul, PRECISE, value, GetRegister(instr.gpr20));
+ : GetInputAttribute(index, attribute.element);
+
+ // Code taken from Ryujinx.
+ if (index >= Index::Attribute_0 && index <= Index::Attribute_31) {
+ const u32 location = static_cast<u32>(index) - static_cast<u32>(Index::Attribute_0);
+ if (header.ps.GetPixelImap(location) == PixelImap::Perspective) {
+ Node position_w = GetInputAttribute(Index::Position, 3);
+ value = Operation(OperationCode::FMul, move(value), move(position_w));
}
}
- value = GetSaturatedFloat(value, instr.ipa.saturate);
- SetRegister(bb, instr.gpr0, value);
+ if (instr.ipa.interp_mode == IpaInterpMode::Multiply) {
+ value = Operation(OperationCode::FMul, move(value), GetRegister(instr.gpr20));
+ }
+
+ value = GetSaturatedFloat(move(value), instr.ipa.saturate);
+
+ SetRegister(bb, instr.gpr0, move(value));
break;
}
case OpCode::Id::OUT_R: {