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-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp8
-rw-r--r--src/video_core/shader/decode/texture.cpp17
2 files changed, 16 insertions, 9 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 45c2d464f..d1ae4be6d 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -1091,7 +1091,8 @@ private:
expr += "Offset";
}
expr += '(' + GetSampler(meta->sampler) + ", ";
- expr += coord_constructors.at(count + (has_array ? 1 : 0) + (has_shadow && !sepparate_dc ? 1 : 0) - 1);
+ expr += coord_constructors.at(count + (has_array ? 1 : 0) +
+ (has_shadow && !sepparate_dc ? 1 : 0) - 1);
expr += '(';
for (std::size_t i = 0; i < count; ++i) {
expr += Visit(operation[i]).AsFloat();
@@ -1712,14 +1713,13 @@ private:
const auto type = meta->sampler.IsShadow() ? Type::Float : Type::Int;
if (meta->sampler.IsShadow()) {
- return {GenerateTexture(operation, "Gather",
- {TextureAoffi{}}, true) +
+ return {GenerateTexture(operation, "Gather", {TextureAoffi{}}, true) +
GetSwizzle(meta->element),
Type::Float};
} else {
return {GenerateTexture(operation, "Gather",
{TextureAoffi{}, TextureArgument{type, meta->component}},
- true) +
+ false) +
GetSwizzle(meta->element),
Type::Float};
}
diff --git a/src/video_core/shader/decode/texture.cpp b/src/video_core/shader/decode/texture.cpp
index 9aef5ddd5..994c05611 100644
--- a/src/video_core/shader/decode/texture.cpp
+++ b/src/video_core/shader/decode/texture.cpp
@@ -107,8 +107,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
break;
}
case OpCode::Id::TLD4S: {
- UNIMPLEMENTED_IF_MSG(instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI),
- "AOFFI is not implemented");
+ const bool uses_aoffi = instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI);
+ UNIMPLEMENTED_IF_MSG(uses_aoffi, "AOFFI is not implemented");
const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
const Node op_a = GetRegister(instr.gpr8);
@@ -116,15 +116,22 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
std::vector<Node> coords;
+ Node dc_reg;
if (depth_compare) {
// Note: TLD4S coordinate encoding works just like TEXS's
const Node op_y = GetRegister(instr.gpr8.Value() + 1);
coords.push_back(op_a);
coords.push_back(op_y);
- coords.push_back(op_b);
+ dc_reg = uses_aoffi ? GetRegister(instr.gpr20.Value() + 1) : op_b;
} else {
coords.push_back(op_a);
- coords.push_back(op_b);
+ if (uses_aoffi) {
+ const Node op_y = GetRegister(instr.gpr8.Value() + 1);
+ coords.push_back(op_y);
+ } else {
+ coords.push_back(op_b);
+ }
+ dc_reg = {};
}
const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
@@ -134,7 +141,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
Node4 values;
for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords;
- MetaTexture meta{sampler, {}, {}, {}, {}, {}, {}, component, element};
+ MetaTexture meta{sampler, {}, dc_reg, {}, {}, {}, {}, component, element};
values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
}