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author | bunnei <bunneidev@gmail.com> | 2018-06-01 05:22:21 +0200 |
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committer | bunnei <bunneidev@gmail.com> | 2018-06-01 05:36:45 +0200 |
commit | 888eb345c0d06c58da40afa5619fe6a0da10ffa5 (patch) | |
tree | 7a736b1976d2248c5f620686a70fdc3d6aff310d /src/video_core/renderer_opengl | |
parent | gl_shader_decompiler: Support multi-destination for TEXS. (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 27 |
1 files changed, 26 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index f6a60c920..88502a8a7 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -891,6 +891,32 @@ private: instr.gpr0); break; } + case OpCode::Id::TEX: { + ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested"); + const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8); + const std::string op_b = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); + const std::string sampler = GetSampler(instr.sampler); + const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");"; + // Add an extra scope and declare the texture coords inside to prevent overwriting + // them in case they are used as outputs of the texs instruction. + shader.AddLine("{"); + ++shader.scope; + shader.AddLine(coord); + const std::string texture = "texture(" + sampler + ", coords)"; + + size_t dest_elem{}; + for (size_t elem = 0; elem < instr.attribute.fmt20.size; ++elem) { + if (!instr.tex.IsComponentEnabled(elem)) { + // Skip disabled components + continue; + } + regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem); + ++dest_elem; + } + --shader.scope; + shader.AddLine("}"); + break; + } case OpCode::Id::TEXS: { ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested"); const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8); @@ -921,7 +947,6 @@ private: } offset += 2; } - --shader.scope; shader.AddLine("}"); break; |