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Merge pull request #1115 from Subv/texs_mask

Shaders/TEXS: Write to the correct output register when swizzling.
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bunnei 2018-08-20 14:31:33 -04:00 committed by GitHub
commit 296e57fa0e
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1 changed files with 17 additions and 17 deletions

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@ -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{};
// 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 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
size_t written_components = 0;
for (u32 component = 0; component < 4; ++component) {
if (!instr.texs.IsComponentEnabled(component)) {
continue;
}
regs.SetRegisterToFloat(dest, elem + texs_offset, texture, 1, 4, false,
dest_elem++);
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);
}
if (!instr.texs.HasTwoDestinations()) {
// Skip the second destination
break;
++written_components;
}
texs_offset += 2;
}
--shader.scope;
shader.AddLine('}');
}