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author | bunnei <bunneidev@gmail.com> | 2018-08-20 20:31:33 +0200 |
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committer | GitHub <noreply@github.com> | 2018-08-20 20:31:33 +0200 |
commit | 296e57fa0e0cd681b8063560c9c9ca60cfb77889 (patch) | |
tree | 44887a9f0edb41795b7eedf8b268887b611df89b /src | |
parent | Merge pull request #1112 from Subv/sampler_types (diff) | |
parent | Shaders/TEXS: Fixed the component mask in the TEXS instruction. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index f3b2d1328..ac6ccfec7 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -840,29 +840,29 @@ private: ++shader.scope; shader.AddLine(coord); - // TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA - // goes into gpr28+0 and gpr28+1 - size_t texs_offset{}; - - size_t src_elem{}; - for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) { - size_t dest_elem{}; - for (unsigned elem = 0; elem < 2; ++elem) { - if (!instr.texs.IsComponentEnabled(src_elem++)) { - // Skip disabled components - continue; - } - regs.SetRegisterToFloat(dest, elem + texs_offset, texture, 1, 4, false, - dest_elem++); + // TEXS has two destination registers and a swizzle. The first two elements in the swizzle + // go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1 + + size_t written_components = 0; + for (u32 component = 0; component < 4; ++component) { + if (!instr.texs.IsComponentEnabled(component)) { + continue; } - if (!instr.texs.HasTwoDestinations()) { - // Skip the second destination - break; + if (written_components < 2) { + // Write the first two swizzle components to gpr0 and gpr0+1 + regs.SetRegisterToFloat(instr.gpr0, component, texture, 1, 4, false, + written_components % 2); + } else { + ASSERT(instr.texs.HasTwoDestinations()); + // Write the rest of the swizzle components to gpr28 and gpr28+1 + regs.SetRegisterToFloat(instr.gpr28, component, texture, 1, 4, false, + written_components % 2); } - texs_offset += 2; + ++written_components; } + --shader.scope; shader.AddLine('}'); } |