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Merge pull request #3013 from FernandoS27/tld4s-fix

Shader_Ir: Fix TLD4S from using a component mask.
This commit is contained in:
Rodrigo Locatti 2019-10-25 20:06:26 -03:00 committed by GitHub
commit d52598173d
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2 changed files with 5 additions and 5 deletions

View file

@ -150,7 +150,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
}
WriteTexsInstructionFloat(bb, instr, values);
WriteTexsInstructionFloat(bb, instr, values, true);
break;
}
case OpCode::Id::TXQ_B:
@ -344,14 +344,14 @@ void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const
}
}
void ShaderIR::WriteTexsInstructionFloat(NodeBlock& bb, Instruction instr,
const Node4& components) {
void ShaderIR::WriteTexsInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components,
bool ignore_mask) {
// 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
u32 dest_elem = 0;
for (u32 component = 0; component < 4; ++component) {
if (!instr.texs.IsComponentEnabled(component))
if (!instr.texs.IsComponentEnabled(component) && !ignore_mask)
continue;
SetTemporary(bb, dest_elem++, components[component]);
}

View file

@ -322,7 +322,7 @@ private:
const Node4& components);
void WriteTexsInstructionFloat(NodeBlock& bb, Tegra::Shader::Instruction instr,
const Node4& components);
const Node4& components, bool ignore_mask = false);
void WriteTexsInstructionHalfFloat(NodeBlock& bb, Tegra::Shader::Instruction instr,
const Node4& components);