forked from suyu/suyu
Merge pull request #416 from bunnei/shader-ints-p3
gl_shader_decompiler: Implement MOV32I, partially implement I2I, I2F
This commit is contained in:
commit
6c464a2a4a
2 changed files with 206 additions and 114 deletions
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@ -25,6 +25,13 @@ struct Register {
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/// Register 255 is special cased to always be 0
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static constexpr size_t ZeroIndex = 255;
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enum class Size : u64 {
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Byte = 0,
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Short = 1,
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Word = 2,
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Long = 3,
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};
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constexpr Register() = default;
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constexpr Register(u64 value) : value(value) {}
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@ -236,6 +243,15 @@ union Instruction {
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BitField<56, 1, u64> neg_imm;
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} fset;
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union {
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BitField<10, 2, Register::Size> size;
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BitField<13, 1, u64> is_signed;
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BitField<41, 2, u64> selector;
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BitField<45, 1, u64> negate_a;
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BitField<49, 1, u64> abs_a;
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BitField<50, 1, u64> saturate_a;
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} conversion;
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BitField<61, 1, u64> is_b_imm;
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BitField<60, 1, u64> is_b_gpr;
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BitField<59, 1, u64> is_c_gpr;
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@ -290,7 +306,7 @@ public:
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MOV_C,
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MOV_R,
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MOV_IMM,
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MOV32I,
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MOV32_IMM,
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SHR_C,
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SHR_R,
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SHR_IMM,
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@ -314,6 +330,7 @@ public:
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FloatSet,
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FloatSetPredicate,
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IntegerSetPredicate,
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Conversion,
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Unknown,
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};
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@ -435,20 +452,20 @@ private:
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INST("0100110010110---", Id::F2I_C, Type::Arithmetic, "F2I_C"),
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INST("0101110010110---", Id::F2I_R, Type::Arithmetic, "F2I_R"),
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INST("0011100-10110---", Id::F2I_IMM, Type::Arithmetic, "F2I_IMM"),
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INST("0100110010111---", Id::I2F_C, Type::Arithmetic, "I2F_C"),
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INST("0101110010111---", Id::I2F_R, Type::Arithmetic, "I2F_R"),
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INST("0011100-10111---", Id::I2F_IMM, Type::Arithmetic, "I2F_IMM"),
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INST("0100110011100---", Id::I2I_C, Type::Arithmetic, "I2I_C"),
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INST("0101110011100---", Id::I2I_R, Type::Arithmetic, "I2I_R"),
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INST("01110001-1000---", Id::I2I_IMM, Type::Arithmetic, "I2I_IMM"),
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INST("000001----------", Id::LOP32I, Type::Arithmetic, "LOP32I"),
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INST("0100110010011---", Id::MOV_C, Type::Arithmetic, "MOV_C"),
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INST("0101110010011---", Id::MOV_R, Type::Arithmetic, "MOV_R"),
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INST("0011100-10011---", Id::MOV_IMM, Type::Arithmetic, "MOV_IMM"),
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INST("000000010000----", Id::MOV32I, Type::Arithmetic, "MOV32I"),
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INST("000000010000----", Id::MOV32_IMM, Type::Arithmetic, "MOV32_IMM"),
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INST("0100110000101---", Id::SHR_C, Type::Arithmetic, "SHR_C"),
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INST("0101110000101---", Id::SHR_R, Type::Arithmetic, "SHR_R"),
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INST("0011100-00101---", Id::SHR_IMM, Type::Arithmetic, "SHR_IMM"),
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INST("0100110011100---", Id::I2I_C, Type::Conversion, "I2I_C"),
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INST("0101110011100---", Id::I2I_R, Type::Conversion, "I2I_R"),
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INST("01110001-1000---", Id::I2I_IMM, Type::Conversion, "I2I_IMM"),
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INST("0100110010111---", Id::I2F_C, Type::Conversion, "I2F_C"),
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INST("0101110010111---", Id::I2F_R, Type::Conversion, "I2F_R"),
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INST("0011100-10111---", Id::I2F_IMM, Type::Conversion, "I2F_IMM"),
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INST("01011000--------", Id::FSET_R, Type::FloatSet, "FSET_R"),
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INST("0100100---------", Id::FSET_C, Type::FloatSet, "FSET_C"),
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INST("0011000---------", Id::FSET_IMM, Type::FloatSet, "FSET_IMM"),
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@ -153,85 +153,61 @@ private:
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*/
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class GLSLRegister {
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public:
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GLSLRegister(size_t index, ShaderWriter& shader)
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: index{index}, shader{shader}, float_str{"freg_" + std::to_string(index)},
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integer_str{"ireg_" + std::to_string(index)} {}
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enum class Type {
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Float,
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Integer,
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UnsignedInteger,
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};
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/// Returns a GLSL string representing the current state of the register
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const std::string& GetActiveString() {
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declr_type.insert(active_type);
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GLSLRegister(size_t index, ShaderWriter& shader) : index{index}, shader{shader} {}
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switch (active_type) {
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/// Gets the GLSL type string for a register
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static std::string GetTypeString(Type type) {
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switch (type) {
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case Type::Float:
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return float_str;
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return "float";
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case Type::Integer:
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return integer_str;
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return "int";
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case Type::UnsignedInteger:
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return "uint";
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}
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UNREACHABLE();
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return float_str;
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return {};
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}
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/// Returns a GLSL string representing the register as a float
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const std::string& GetFloatString() const {
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ASSERT(IsFloatUsed());
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return float_str;
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/// Gets the GLSL register prefix string, used for declarations and referencing
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static std::string GetPrefixString(Type type) {
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return "reg_" + GetTypeString(type) + '_';
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}
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/// Returns a GLSL string representing the register as an integer
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const std::string& GetIntegerString() const {
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ASSERT(IsIntegerUsed());
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return integer_str;
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/// Returns a GLSL string representing the current state of the register
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const std::string GetActiveString() {
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declr_type.insert(active_type);
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return GetPrefixString(active_type) + std::to_string(index);
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}
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/// Convert the current register state from float to integer
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void FloatToInteger() {
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ASSERT(active_type == Type::Float);
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const std::string src = GetActiveString();
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active_type = Type::Integer;
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const std::string dest = GetActiveString();
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shader.AddLine(dest + " = floatBitsToInt(" + src + ");");
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}
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/// Convert the current register state from integer to float
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void IntegerToFloat() {
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ASSERT(active_type == Type::Integer);
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const std::string src = GetActiveString();
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active_type = Type::Float;
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const std::string dest = GetActiveString();
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shader.AddLine(dest + " = intBitsToFloat(" + src + ");");
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}
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/// Returns true if the register was ever used as a float, used for register declarations
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bool IsFloatUsed() const {
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return declr_type.find(Type::Float) != declr_type.end();
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}
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/// Returns true if the register was ever used as an integer, used for register declarations
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bool IsIntegerUsed() const {
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return declr_type.find(Type::Integer) != declr_type.end();
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}
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/// Returns true if the active type is float
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/// Returns true if the active type is a float
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bool IsFloat() const {
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return active_type == Type::Float;
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}
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/// Returns true if the active type is integer
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/// Returns true if the active type is an integer
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bool IsInteger() const {
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return active_type == Type::Integer;
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}
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private:
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enum class Type {
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Float,
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Integer,
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};
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/// Returns the index of the register
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size_t GetIndex() const {
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return index;
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}
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/// Returns a set of the declared types of the register
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const std::set<Type>& DeclaredTypes() const {
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return declr_type;
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}
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private:
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const size_t index;
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const std::string float_str;
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const std::string integer_str;
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@ -254,18 +230,35 @@ public:
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BuildRegisterList();
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}
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/// Generates code representing a temporary (GPR) register.
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std::string GetRegister(const Register& reg, unsigned elem = 0) {
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if (reg == Register::ZeroIndex) {
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return "0";
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}
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return regs[reg.GetSwizzledIndex(elem)].GetActiveString();
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/**
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* Gets a register as an float.
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* @param reg The register to get.
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* @param elem The element to use for the operation.
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* @returns GLSL string corresponding to the register as a float.
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*/
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std::string GetRegisterAsFloat(const Register& reg, unsigned elem = 0) {
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ASSERT(regs[reg].IsFloat());
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return GetRegister(reg, elem);
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}
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/**
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* Writes code that does a register assignment to float value operation. Should only be used
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* with shader instructions that deal with floats.
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* Gets a register as an integer.
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* @param reg The register to get.
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* @param elem The element to use for the operation.
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* @param is_signed Whether to get the register as a signed (or unsigned) integer.
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* @returns GLSL string corresponding to the register as an integer.
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*/
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std::string GetRegisterAsInteger(const Register& reg, unsigned elem = 0,
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bool is_signed = true) {
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const std::string func = GetGLSLConversionFunc(
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GLSLRegister::Type::Float,
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is_signed ? GLSLRegister::Type::Integer : GLSLRegister::Type::UnsignedInteger);
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return func + '(' + GetRegister(reg, elem) + ')';
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}
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/**
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* Writes code that does a register assignment to float value operation.
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* @param reg The destination register to use.
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* @param elem The element to use for the operation.
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* @param value The code representing the value to assign.
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@ -277,21 +270,28 @@ public:
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void SetRegisterToFloat(const Register& reg, u64 elem, const std::string& value,
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u64 dest_num_components, u64 value_num_components, bool is_abs = false,
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u64 dest_elem = 0) {
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ASSERT(regs[reg].IsFloat());
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std::string dest = GetRegister(reg, dest_elem);
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if (dest_num_components > 1) {
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dest += GetSwizzle(elem);
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SetRegister(reg, elem, value, dest_num_components, value_num_components, is_abs, dest_elem);
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}
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std::string src = '(' + value + ')';
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if (value_num_components > 1) {
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src += GetSwizzle(elem);
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}
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/**
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* Writes code that does a register assignment to integer value operation.
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* @param reg The destination register to use.
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* @param elem The element to use for the operation.
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* @param value The code representing the value to assign.
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* @param dest_num_components Number of components in the destination.
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* @param value_num_components Number of components in the value.
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* @param is_abs Optional, when True, applies absolute value to output.
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* @param dest_elem Optional, the destination element to use for the operation.
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*/
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void SetRegisterToInteger(const Register& reg, bool is_signed, u64 elem,
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const std::string& value, u64 dest_num_components,
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u64 value_num_components, bool is_abs = false, u64 dest_elem = 0) {
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const std::string func = GetGLSLConversionFunc(
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is_signed ? GLSLRegister::Type::Integer : GLSLRegister::Type::UnsignedInteger,
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GLSLRegister::Type::Float);
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src = is_abs ? "abs(" + src + ')' : src;
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shader.AddLine(dest + " = " + src + ';');
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SetRegister(reg, elem, func + '(' + value + ')', dest_num_components, value_num_components,
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is_abs, dest_elem);
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}
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/**
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@ -302,7 +302,7 @@ public:
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* @param attribute The input attibute to use as the source value.
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*/
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void SetRegisterToInputAttibute(const Register& reg, u64 elem, Attribute::Index attribute) {
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std::string dest = GetRegister(reg);
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std::string dest = GetRegisterAsFloat(reg);
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std::string src = GetInputAttribute(attribute) + GetSwizzle(elem);
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if (regs[reg].IsFloat()) {
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@ -323,7 +323,7 @@ public:
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*/
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void SetOutputAttributeToRegister(Attribute::Index attribute, u64 elem, const Register& reg) {
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std::string dest = GetOutputAttribute(attribute) + GetSwizzle(elem);
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std::string src = GetRegister(reg);
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std::string src = GetRegisterAsFloat(reg);
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ASSERT_MSG(regs[reg].IsFloat(), "Output attributes must be set to a float");
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shader.AddLine(dest + " = " + src + ';');
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}
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@ -347,11 +347,10 @@ public:
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/// Add declarations for registers
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void GenerateDeclarations() {
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for (const auto& reg : regs) {
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if (reg.IsFloatUsed()) {
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declarations.AddLine("float " + reg.GetFloatString() + " = 0.0;");
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}
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if (reg.IsIntegerUsed()) {
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declarations.AddLine("int " + reg.GetIntegerString() + " = 0;");
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for (const auto& type : reg.DeclaredTypes()) {
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declarations.AddLine(GLSLRegister::GetTypeString(type) + ' ' +
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GLSLRegister::GetPrefixString(type) +
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std::to_string(reg.GetIndex()) + " = 0;");
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}
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}
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declarations.AddNewLine();
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@ -395,6 +394,51 @@ public:
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}
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private:
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/// Build GLSL conversion function, e.g. floatBitsToInt, intBitsToFloat, etc.
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const std::string GetGLSLConversionFunc(GLSLRegister::Type src, GLSLRegister::Type dest) const {
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const std::string src_type = GLSLRegister::GetTypeString(src);
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std::string dest_type = GLSLRegister::GetTypeString(dest);
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dest_type[0] = toupper(dest_type[0]);
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return src_type + "BitsTo" + dest_type;
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}
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/// Generates code representing a temporary (GPR) register.
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std::string GetRegister(const Register& reg, unsigned elem) {
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if (reg == Register::ZeroIndex) {
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return "0";
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}
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return regs[reg.GetSwizzledIndex(elem)].GetActiveString();
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}
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/**
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* Writes code that does a register assignment to value operation.
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* @param reg The destination register to use.
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* @param elem The element to use for the operation.
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* @param value The code representing the value to assign.
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* @param dest_num_components Number of components in the destination.
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* @param value_num_components Number of components in the value.
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* @param is_abs Optional, when True, applies absolute value to output.
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* @param dest_elem Optional, the destination element to use for the operation.
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*/
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void SetRegister(const Register& reg, u64 elem, const std::string& value,
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u64 dest_num_components, u64 value_num_components, bool is_abs,
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u64 dest_elem) {
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std::string dest = GetRegister(reg, dest_elem);
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if (dest_num_components > 1) {
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dest += GetSwizzle(elem);
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}
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std::string src = '(' + value + ')';
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if (value_num_components > 1) {
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src += GetSwizzle(elem);
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}
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src = is_abs ? "abs(" + src + ')' : src;
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shader.AddLine(dest + " = " + src + ';');
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}
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/// Build the GLSL register list.
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void BuildRegisterList() {
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for (size_t index = 0; index < Register::NumRegisters; ++index) {
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@ -598,7 +642,7 @@ private:
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switch (opcode->GetType()) {
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case OpCode::Type::Arithmetic: {
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std::string op_a = instr.alu.negate_a ? "-" : "";
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op_a += regs.GetRegister(instr.gpr8);
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op_a += regs.GetRegisterAsFloat(instr.gpr8);
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if (instr.alu.abs_a) {
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op_a = "abs(" + op_a + ')';
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}
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@ -609,7 +653,7 @@ private:
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op_b += GetImmediate19(instr);
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} else {
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if (instr.is_b_gpr) {
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op_b += regs.GetRegister(instr.gpr20);
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op_b += regs.GetRegisterAsFloat(instr.gpr20);
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} else {
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op_b += regs.GetUniform(instr.uniform, instr.gpr0);
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}
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@ -620,6 +664,11 @@ private:
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}
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switch (opcode->GetId()) {
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case OpCode::Id::MOV32_IMM: {
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// mov32i doesn't have abs or neg bits.
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regs.SetRegisterToFloat(instr.gpr0, 0, GetImmediate32(instr), 1, 1);
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break;
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}
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case OpCode::Id::FMUL_C:
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case OpCode::Id::FMUL_R:
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case OpCode::Id::FMUL_IMM: {
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@ -629,8 +678,8 @@ private:
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case OpCode::Id::FMUL32_IMM: {
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// fmul32i doesn't have abs or neg bits.
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regs.SetRegisterToFloat(
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instr.gpr0, 0, regs.GetRegister(instr.gpr8) + " * " + GetImmediate32(instr), 1,
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1);
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instr.gpr0, 0,
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regs.GetRegisterAsFloat(instr.gpr8) + " * " + GetImmediate32(instr), 1, 1);
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break;
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}
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case OpCode::Id::FADD_C:
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@ -687,29 +736,29 @@ private:
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break;
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}
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case OpCode::Type::Ffma: {
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std::string op_a = regs.GetRegister(instr.gpr8);
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std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
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std::string op_b = instr.ffma.negate_b ? "-" : "";
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std::string op_c = instr.ffma.negate_c ? "-" : "";
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switch (opcode->GetId()) {
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case OpCode::Id::FFMA_CR: {
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op_b += regs.GetUniform(instr.uniform, instr.gpr0);
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op_c += regs.GetRegister(instr.gpr39);
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op_c += regs.GetRegisterAsFloat(instr.gpr39);
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break;
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}
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case OpCode::Id::FFMA_RR: {
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op_b += regs.GetRegister(instr.gpr20);
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op_c += regs.GetRegister(instr.gpr39);
|
||||
op_b += regs.GetRegisterAsFloat(instr.gpr20);
|
||||
op_c += regs.GetRegisterAsFloat(instr.gpr39);
|
||||
break;
|
||||
}
|
||||
case OpCode::Id::FFMA_RC: {
|
||||
op_b += regs.GetRegister(instr.gpr39);
|
||||
op_b += regs.GetRegisterAsFloat(instr.gpr39);
|
||||
op_c += regs.GetUniform(instr.uniform, instr.gpr0);
|
||||
break;
|
||||
}
|
||||
case OpCode::Id::FFMA_IMM: {
|
||||
op_b += GetImmediate19(instr);
|
||||
op_c += regs.GetRegister(instr.gpr39);
|
||||
op_c += regs.GetRegisterAsFloat(instr.gpr39);
|
||||
break;
|
||||
}
|
||||
default: {
|
||||
|
@ -721,6 +770,32 @@ private:
|
|||
regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " * " + op_b + " + " + op_c, 1, 1);
|
||||
break;
|
||||
}
|
||||
case OpCode::Type::Conversion: {
|
||||
ASSERT_MSG(instr.conversion.size == Register::Size::Word, "Unimplemented");
|
||||
ASSERT_MSG(!instr.conversion.selector, "Unimplemented");
|
||||
ASSERT_MSG(!instr.conversion.negate_a, "Unimplemented");
|
||||
ASSERT_MSG(!instr.conversion.saturate_a, "Unimplemented");
|
||||
|
||||
switch (opcode->GetId()) {
|
||||
case OpCode::Id::I2I_R:
|
||||
case OpCode::Id::I2F_R: {
|
||||
std::string op_a =
|
||||
regs.GetRegisterAsInteger(instr.gpr20, 0, instr.conversion.is_signed);
|
||||
|
||||
if (instr.conversion.abs_a) {
|
||||
op_a = "abs(" + op_a + ')';
|
||||
}
|
||||
|
||||
regs.SetRegisterToInteger(instr.gpr0, instr.conversion.is_signed, 0, op_a, 1, 1);
|
||||
break;
|
||||
}
|
||||
default: {
|
||||
NGLOG_CRITICAL(HW_GPU, "Unhandled conversion instruction: {}", opcode->GetName());
|
||||
UNREACHABLE();
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case OpCode::Type::Memory: {
|
||||
const Attribute::Index attribute = instr.attribute.fmt20.index;
|
||||
|
||||
|
@ -739,8 +814,8 @@ private:
|
|||
}
|
||||
case OpCode::Id::TEXS: {
|
||||
ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
|
||||
const std::string op_a = regs.GetRegister(instr.gpr8);
|
||||
const std::string op_b = regs.GetRegister(instr.gpr20);
|
||||
const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
|
||||
const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20);
|
||||
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
|
||||
|
@ -765,7 +840,7 @@ private:
|
|||
}
|
||||
case OpCode::Type::FloatSetPredicate: {
|
||||
std::string op_a = instr.fsetp.neg_a ? "-" : "";
|
||||
op_a += regs.GetRegister(instr.gpr8);
|
||||
op_a += regs.GetRegisterAsFloat(instr.gpr8);
|
||||
|
||||
if (instr.fsetp.abs_a) {
|
||||
op_a = "abs(" + op_a + ')';
|
||||
|
@ -781,7 +856,7 @@ private:
|
|||
op_b += '(' + GetImmediate19(instr) + ')';
|
||||
} else {
|
||||
if (instr.is_b_gpr) {
|
||||
op_b += regs.GetRegister(instr.gpr20);
|
||||
op_b += regs.GetRegisterAsFloat(instr.gpr20);
|
||||
} else {
|
||||
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
|
||||
}
|
||||
|
@ -816,7 +891,7 @@ private:
|
|||
}
|
||||
case OpCode::Type::FloatSet: {
|
||||
std::string op_a = instr.fset.neg_a ? "-" : "";
|
||||
op_a += regs.GetRegister(instr.gpr8);
|
||||
op_a += regs.GetRegisterAsFloat(instr.gpr8);
|
||||
|
||||
if (instr.fset.abs_a) {
|
||||
op_a = "abs(" + op_a + ')';
|
||||
|
@ -832,7 +907,7 @@ private:
|
|||
op_b += imm;
|
||||
} else {
|
||||
if (instr.is_b_gpr) {
|
||||
op_b += regs.GetRegister(instr.gpr20);
|
||||
op_b += regs.GetRegisterAsFloat(instr.gpr20);
|
||||
} else {
|
||||
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
|
||||
}
|
||||
|
@ -877,10 +952,10 @@ private:
|
|||
|
||||
// Final color output is currently hardcoded to GPR0-3 for fragment shaders
|
||||
if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
|
||||
shader.AddLine("color.r = " + regs.GetRegister(0) + ';');
|
||||
shader.AddLine("color.g = " + regs.GetRegister(1) + ';');
|
||||
shader.AddLine("color.b = " + regs.GetRegister(2) + ';');
|
||||
shader.AddLine("color.a = " + regs.GetRegister(3) + ';');
|
||||
shader.AddLine("color.r = " + regs.GetRegisterAsFloat(0) + ';');
|
||||
shader.AddLine("color.g = " + regs.GetRegisterAsFloat(1) + ';');
|
||||
shader.AddLine("color.b = " + regs.GetRegisterAsFloat(2) + ';');
|
||||
shader.AddLine("color.a = " + regs.GetRegisterAsFloat(3) + ';');
|
||||
}
|
||||
|
||||
shader.AddLine("return true;");
|
||||
|
|
Loading…
Reference in a new issue