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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-05-03 02:45:53 +0200 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-05-03 02:46:37 +0200 |
commit | d4df803b2b6bab96321ca69651e4132545b433eb (patch) | |
tree | 7dea03e4bb3ac0a730076c814fbe7a8e6b2372f9 /src/video_core/shader | |
parent | gl_shader_decompiler: Skip physical unused attributes (diff) | |
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Diffstat (limited to 'src/video_core/shader')
-rw-r--r-- | src/video_core/shader/decode/other.cpp | 13 |
1 files changed, 8 insertions, 5 deletions
diff --git a/src/video_core/shader/decode/other.cpp b/src/video_core/shader/decode/other.cpp index 776bdb931..fa17c45b5 100644 --- a/src/video_core/shader/decode/other.cpp +++ b/src/video_core/shader/decode/other.cpp @@ -130,15 +130,18 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) { break; } case OpCode::Id::IPA: { - const auto& attribute = instr.attribute.fmt28; + const bool is_physical = instr.ipa.idx && instr.gpr8.Value() != 0xff; + + const auto attribute = instr.attribute.fmt28; const Tegra::Shader::IpaMode input_mode{instr.ipa.interp_mode.Value(), instr.ipa.sample_mode.Value()}; - const Node attr = GetInputAttribute(attribute.index, attribute.element); - Node value = attr; + Node value = is_physical ? GetPhysicalInputAttribute(instr.gpr8) + : GetInputAttribute(attribute.index, attribute.element); const Tegra::Shader::Attribute::Index index = attribute.index.Value(); - if (index >= Tegra::Shader::Attribute::Index::Attribute_0 && - index <= Tegra::Shader::Attribute::Index::Attribute_31) { + const bool is_generic = index >= Tegra::Shader::Attribute::Index::Attribute_0 && + index <= Tegra::Shader::Attribute::Index::Attribute_31; + if (is_generic || is_physical) { // TODO(Blinkhawk): There are cases where a perspective attribute use PASS. // In theory by setting them as perspective, OpenGL does the perspective correction. // A way must figured to reverse the last step of it. |