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authorbunnei <bunneidev@gmail.com>2018-06-04 03:22:12 +0200
committerGitHub <noreply@github.com>2018-06-04 03:22:12 +0200
commit527c098ff6583122f4fe4f71cdab789ead2428a8 (patch)
tree8b3918b9183f2cdb06474ecb97019e31064d555d
parentMerge pull request #494 from bunnei/shader-tex (diff)
parentgl_shader_decompiler: Implement TEXS component mask. (diff)
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-rw-r--r--src/video_core/engines/shader_bytecode.h18
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp17
2 files changed, 26 insertions, 9 deletions
diff --git a/src/video_core/engines/shader_bytecode.h b/src/video_core/engines/shader_bytecode.h
index fd4e0746e..da64430e9 100644
--- a/src/video_core/engines/shader_bytecode.h
+++ b/src/video_core/engines/shader_bytecode.h
@@ -270,8 +270,22 @@ union Instruction {
} tex;
union {
- // TODO(bunnei): This is just a guess, needs to be verified
- BitField<52, 1, u64> enable_g_component;
+ BitField<50, 3, u64> component_mask_selector;
+ BitField<28, 8, Register> gpr28;
+
+ bool HasTwoDestinations() const {
+ return gpr28.Value() != Register::ZeroIndex;
+ }
+
+ bool IsComponentEnabled(size_t component) const {
+ static constexpr std::array<size_t, 5> one_dest_mask{0x1, 0x2, 0x4, 0x8, 0x3};
+ static constexpr std::array<size_t, 5> two_dest_mask{0x7, 0xb, 0xd, 0xe, 0xf};
+ const auto& mask{HasTwoDestinations() ? two_dest_mask : one_dest_mask};
+
+ ASSERT(component_mask_selector < mask.size());
+
+ return ((1 << component) & mask[component_mask_selector]) != 0;
+ }
} texs;
BitField<61, 1, u64> is_b_imm;
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 86d880dfc..bb5209a7e 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -938,18 +938,21 @@ private:
// 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;
+ if (!instr.texs.IsComponentEnabled(elem)) {
+ // Skip disabled components
+ continue;
}
regs.SetRegisterToFloat(dest, elem + offset, texture, 1, 4, false, elem);
- if (!instr.texs.enable_g_component) {
- // Skip the second component
- break;
- }
}
+
+ if (!instr.texs.HasTwoDestinations()) {
+ // Skip the second destination
+ break;
+ }
+
offset += 2;
}
--shader.scope;