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shader: SULD.D bits32 implement more complexer method.

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Nguyen Dac Nam 2020-03-11 18:15:31 +07:00 committed by namkazy
parent ed1d8beb13
commit 08db60392d

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@ -80,10 +80,34 @@ u32 ShaderIR::DecodeImage(NodeBlock& bb, u32 pc) {
switch (instr.suldst.GetStoreDataLayout()) {
case StoreType::Bits32: {
MetaImage meta{image, {}, {}};
Node value = Operation(OperationCode::ImageLoad, meta, GetCoordinates(type));
SetTemporary(bb, 0, std::move(value));
SetRegister(bb, instr.gpr0.Value(), GetTemporary(0));
Node value{};
for (s32 i = 3; i >= 0; i--) {
MetaImage meta{image, {}, i};
Node element_value =
Operation(OperationCode::ImageLoad, meta, GetCoordinates(type));
const Node comp = GetPredicateComparisonFloat(PredCondition::GreaterEqual,
element_value, Immediate(1.0f));
const Node mul =
Operation(OperationCode::Select, comp, Immediate(1.f), Immediate(255.f));
Node element = Operation(OperationCode::FMul, NO_PRECISE, element_value, mul);
element = SignedOperation(OperationCode::ICastFloat, true, NO_PRECISE,
std::move(element));
element = Operation(OperationCode::ULogicalShiftLeft, std::move(element),
Immediate(8 * i));
if (i == 3) {
//(namkazt) for now i'm force it to 0 at alpha component if color is in
// range (0-255)
value = Operation(OperationCode::Select, comp, Immediate(0),
std::move(element));
} else {
value = Operation(OperationCode::UBitwiseOr, value,
Operation(OperationCode::Select, comp,
std::move(element_value), std::move(element)));
}
}
SetRegister(bb, instr.gpr0.Value(), std::move(value));
break;
}
default: