GPU: Use explicit types when retrieving the uniform values for fsetp/fset and isetp instead of the type of an invalid output register.
This commit is contained in:
parent
7c181fd4f4
commit
90cddf1996
|
@ -197,6 +197,11 @@ public:
|
|||
return active_type == Type::Integer;
|
||||
}
|
||||
|
||||
/// Returns the current active type of the register
|
||||
Type GetActiveType() const {
|
||||
return active_type;
|
||||
}
|
||||
|
||||
/// Returns the index of the register
|
||||
size_t GetIndex() const {
|
||||
return index;
|
||||
|
@ -328,22 +333,28 @@ public:
|
|||
shader.AddLine(dest + " = " + src + ';');
|
||||
}
|
||||
|
||||
/// Generates code representing a uniform (C buffer) register.
|
||||
std::string GetUniform(const Uniform& uniform, const Register& dest_reg) {
|
||||
/// Generates code representing a uniform (C buffer) register, interpreted as the input type.
|
||||
std::string GetUniform(const Uniform& uniform, GLSLRegister::Type type) {
|
||||
declr_const_buffers[uniform.index].MarkAsUsed(static_cast<unsigned>(uniform.index),
|
||||
static_cast<unsigned>(uniform.offset), stage);
|
||||
std::string value =
|
||||
'c' + std::to_string(uniform.index) + '[' + std::to_string(uniform.offset) + ']';
|
||||
|
||||
if (regs[dest_reg].IsFloat()) {
|
||||
if (type == GLSLRegister::Type::Float) {
|
||||
return value;
|
||||
} else if (regs[dest_reg].IsInteger()) {
|
||||
} else if (type == GLSLRegister::Type::Integer) {
|
||||
return "floatBitsToInt(" + value + ')';
|
||||
} else {
|
||||
UNREACHABLE();
|
||||
}
|
||||
}
|
||||
|
||||
/// Generates code representing a uniform (C buffer) register, interpreted as the type of the
|
||||
/// destination register.
|
||||
std::string GetUniform(const Uniform& uniform, const Register& dest_reg) {
|
||||
return GetUniform(uniform, regs[dest_reg].GetActiveType());
|
||||
}
|
||||
|
||||
/// Add declarations for registers
|
||||
void GenerateDeclarations() {
|
||||
for (const auto& reg : regs) {
|
||||
|
@ -986,7 +997,7 @@ private:
|
|||
if (instr.is_b_gpr) {
|
||||
op_b += regs.GetRegisterAsFloat(instr.gpr20);
|
||||
} else {
|
||||
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
|
||||
op_b += regs.GetUniform(instr.uniform, GLSLRegister::Type::Float);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1027,9 +1038,7 @@ private:
|
|||
if (instr.is_b_gpr) {
|
||||
op_b += regs.GetRegisterAsInteger(instr.gpr20, 0, instr.isetp.is_signed);
|
||||
} else {
|
||||
// TODO(Subv): This family of instructions don't store to a GPR, but GetUniform
|
||||
// needs to know the type of the output register.
|
||||
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
|
||||
op_b += regs.GetUniform(instr.uniform, GLSLRegister::Type::Integer);
|
||||
}
|
||||
|
||||
using Tegra::Shader::Pred;
|
||||
|
@ -1075,7 +1084,7 @@ private:
|
|||
if (instr.is_b_gpr) {
|
||||
op_b += regs.GetRegisterAsFloat(instr.gpr20);
|
||||
} else {
|
||||
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
|
||||
op_b += regs.GetUniform(instr.uniform, GLSLRegister::Type::Float);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Reference in New Issue