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authorSubv <subv2112@gmail.com>2018-08-19 21:00:12 +0200
committerSubv <subv2112@gmail.com>2018-08-20 00:09:40 +0200
commit6cf719a4ab86a9ca49cf5b669e74eb7b5243b6da (patch)
treedbb88cf5e671414082f07d20b78f1be497a09949 /src
parentMerge pull request #1089 from Subv/neg_bits (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp36
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 57cf9f213..89eb2ddb0 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -839,29 +839,29 @@ 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('}');
}