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gl_shader_decompiler: Fixup inverted if

This commit is contained in:
ReinUsesLisp 2018-12-05 01:23:04 -03:00
parent db3200b515
commit 370980fdc3

View file

@ -2766,22 +2766,21 @@ private:
const bool depth_compare =
instr.texs.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC);
const auto process_mode = instr.texs.GetTextureProcessMode();
UNIMPLEMENTED_IF_MSG(instr.texs.UsesMiscMode(Tegra::Shader::TextureMiscMode::NODEP),
"NODEP is not implemented");
const auto scope = shader.Scope();
const auto [coord, texture] =
auto [coord, texture] =
GetTEXSCode(instr, texture_type, process_mode, depth_compare, is_array);
shader.AddLine(coord);
if (!depth_compare) {
shader.AddLine("vec4 texture_tmp = " + texture + ';');
} else {
shader.AddLine("vec4 texture_tmp = vec4(" + texture + ");");
if (depth_compare) {
texture = "vec4(" + texture + ')';
}
shader.AddLine("vec4 texture_tmp = " + texture + ';');
WriteTexsInstruction(instr, "texture_tmp");
break;