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-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp45
1 files changed, 43 insertions, 2 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index cb4b68b26..86d880dfc 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -896,6 +896,32 @@ private:
instr.gpr0);
break;
}
+ case OpCode::Id::TEX: {
+ ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
+ const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
+ const std::string op_b = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
+ const std::string sampler = GetSampler(instr.sampler);
+ const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
+ // Add an extra scope and declare the texture coords inside to prevent overwriting
+ // them in case they are used as outputs of the texs instruction.
+ shader.AddLine("{");
+ ++shader.scope;
+ shader.AddLine(coord);
+ const std::string texture = "texture(" + sampler + ", coords)";
+
+ size_t dest_elem{};
+ for (size_t elem = 0; elem < instr.attribute.fmt20.size; ++elem) {
+ if (!instr.tex.IsComponentEnabled(elem)) {
+ // Skip disabled components
+ continue;
+ }
+ regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
+ ++dest_elem;
+ }
+ --shader.scope;
+ shader.AddLine("}");
+ break;
+ }
case OpCode::Id::TEXS: {
ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
@@ -908,8 +934,23 @@ private:
++shader.scope;
shader.AddLine(coord);
const std::string texture = "texture(" + sampler + ", coords)";
- for (unsigned elem = 0; elem < instr.attribute.fmt20.size; ++elem) {
- regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, elem);
+
+ // TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA goes
+ // into gpr28+0 and gpr28+1
+ size_t offset{};
+ for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) {
+ for (unsigned elem = 0; elem < 2; ++elem) {
+ if (dest + elem >= Register::ZeroIndex) {
+ // Skip invalid register values
+ break;
+ }
+ regs.SetRegisterToFloat(dest, elem + offset, texture, 1, 4, false, elem);
+ if (!instr.texs.enable_g_component) {
+ // Skip the second component
+ break;
+ }
+ }
+ offset += 2;
}
--shader.scope;
shader.AddLine("}");