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authorbunnei <bunneidev@gmail.com>2018-08-20 20:31:33 +0200
committerGitHub <noreply@github.com>2018-08-20 20:31:33 +0200
commit296e57fa0e0cd681b8063560c9c9ca60cfb77889 (patch)
tree44887a9f0edb41795b7eedf8b268887b611df89b /src/video_core/renderer_opengl
parentMerge pull request #1112 from Subv/sampler_types (diff)
parentShaders/TEXS: Fixed the component mask in the TEXS instruction. (diff)
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Diffstat (limited to 'src/video_core/renderer_opengl')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index f3b2d1328..ac6ccfec7 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -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{};
-
- 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
- continue;
- }
- regs.SetRegisterToFloat(dest, elem + texs_offset, texture, 1, 4, false,
- dest_elem++);
+ // 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 written_components = 0;
+ for (u32 component = 0; component < 4; ++component) {
+ if (!instr.texs.IsComponentEnabled(component)) {
+ continue;
}
- if (!instr.texs.HasTwoDestinations()) {
- // Skip the second destination
- break;
+ 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);
}
- texs_offset += 2;
+ ++written_components;
}
+
--shader.scope;
shader.AddLine('}');
}