forked from suyu/suyu
Merge pull request #2082 from yuriks/shader-interp-crash
Fix/mask crash in shader debugger in Mii Maker
This commit is contained in:
commit
d989102c9c
3 changed files with 43 additions and 38 deletions
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@ -60,7 +60,6 @@ public:
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}
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Vec2() = default;
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Vec2(const T a[2]) : x(a[0]), y(a[1]) {}
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Vec2(const T& _x, const T& _y) : x(_x), y(_y) {}
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template <typename T2>
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@ -199,7 +198,6 @@ public:
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}
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Vec3() = default;
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Vec3(const T a[3]) : x(a[0]), y(a[1]), z(a[2]) {}
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Vec3(const T& _x, const T& _y, const T& _z) : x(_x), y(_y), z(_z) {}
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template <typename T2>
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@ -405,7 +403,6 @@ public:
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}
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Vec4() = default;
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Vec4(const T a[4]) : x(a[0]), y(a[1]), z(a[2]), w(a[3]) {}
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Vec4(const T& _x, const T& _y, const T& _z, const T& _w) : x(_x), y(_y), z(_z), w(_w) {}
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template <typename T2>
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@ -146,10 +146,8 @@ DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_
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state.debug.max_opdesc_id = 0;
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// Setup input register table
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boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
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const auto& attribute_register_map = config.input_register_map;
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float24 dummy_register;
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boost::fill(state.registers.input, &dummy_register);
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for (unsigned i = 0; i < num_attributes; i++)
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state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
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@ -116,32 +116,36 @@ void RunInterpreter(const ShaderSetup& setup, UnitState<Debug>& state, unsigned
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: state.address_registers[instr.common.address_register_index - 1];
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const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted) +
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(!is_inverted * address_offset));
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(is_inverted ? 0 : address_offset));
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const float24* src2_ = LookupSourceRegister(instr.common.GetSrc2(is_inverted) +
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(is_inverted * address_offset));
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(is_inverted ? address_offset : 0));
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const bool negate_src1 = ((bool)swizzle.negate_src1 != false);
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const bool negate_src2 = ((bool)swizzle.negate_src2 != false);
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float24 src1[4] = {
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src1_[(int)swizzle.GetSelectorSrc1(0)], src1_[(int)swizzle.GetSelectorSrc1(1)],
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src1_[(int)swizzle.GetSelectorSrc1(2)], src1_[(int)swizzle.GetSelectorSrc1(3)],
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src1_[(int)swizzle.src1_selector_0.Value()],
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src1_[(int)swizzle.src1_selector_1.Value()],
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src1_[(int)swizzle.src1_selector_2.Value()],
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src1_[(int)swizzle.src1_selector_3.Value()],
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};
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if (negate_src1) {
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src1[0] = src1[0] * float24::FromFloat32(-1);
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src1[1] = src1[1] * float24::FromFloat32(-1);
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src1[2] = src1[2] * float24::FromFloat32(-1);
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src1[3] = src1[3] * float24::FromFloat32(-1);
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src1[0] = -src1[0];
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src1[1] = -src1[1];
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src1[2] = -src1[2];
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src1[3] = -src1[3];
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}
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float24 src2[4] = {
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src2_[(int)swizzle.GetSelectorSrc2(0)], src2_[(int)swizzle.GetSelectorSrc2(1)],
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src2_[(int)swizzle.GetSelectorSrc2(2)], src2_[(int)swizzle.GetSelectorSrc2(3)],
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src2_[(int)swizzle.src2_selector_0.Value()],
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src2_[(int)swizzle.src2_selector_1.Value()],
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src2_[(int)swizzle.src2_selector_2.Value()],
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src2_[(int)swizzle.src2_selector_3.Value()],
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};
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if (negate_src2) {
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src2[0] = src2[0] * float24::FromFloat32(-1);
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src2[1] = src2[1] * float24::FromFloat32(-1);
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src2[2] = src2[2] * float24::FromFloat32(-1);
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src2[3] = src2[3] * float24::FromFloat32(-1);
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src2[0] = -src2[0];
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src2[1] = -src2[1];
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src2[2] = -src2[2];
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src2[3] = -src2[3];
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}
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float24* dest =
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@ -451,34 +455,40 @@ void RunInterpreter(const ShaderSetup& setup, UnitState<Debug>& state, unsigned
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const bool negate_src3 = ((bool)swizzle.negate_src3 != false);
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float24 src1[4] = {
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src1_[(int)swizzle.GetSelectorSrc1(0)], src1_[(int)swizzle.GetSelectorSrc1(1)],
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src1_[(int)swizzle.GetSelectorSrc1(2)], src1_[(int)swizzle.GetSelectorSrc1(3)],
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src1_[(int)swizzle.src1_selector_0.Value()],
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src1_[(int)swizzle.src1_selector_1.Value()],
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src1_[(int)swizzle.src1_selector_2.Value()],
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src1_[(int)swizzle.src1_selector_3.Value()],
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};
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if (negate_src1) {
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src1[0] = src1[0] * float24::FromFloat32(-1);
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src1[1] = src1[1] * float24::FromFloat32(-1);
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src1[2] = src1[2] * float24::FromFloat32(-1);
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src1[3] = src1[3] * float24::FromFloat32(-1);
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src1[0] = -src1[0];
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src1[1] = -src1[1];
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src1[2] = -src1[2];
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src1[3] = -src1[3];
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}
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float24 src2[4] = {
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src2_[(int)swizzle.GetSelectorSrc2(0)], src2_[(int)swizzle.GetSelectorSrc2(1)],
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src2_[(int)swizzle.GetSelectorSrc2(2)], src2_[(int)swizzle.GetSelectorSrc2(3)],
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src2_[(int)swizzle.src2_selector_0.Value()],
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src2_[(int)swizzle.src2_selector_1.Value()],
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src2_[(int)swizzle.src2_selector_2.Value()],
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src2_[(int)swizzle.src2_selector_3.Value()],
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};
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if (negate_src2) {
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src2[0] = src2[0] * float24::FromFloat32(-1);
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src2[1] = src2[1] * float24::FromFloat32(-1);
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src2[2] = src2[2] * float24::FromFloat32(-1);
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src2[3] = src2[3] * float24::FromFloat32(-1);
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src2[0] = -src2[0];
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src2[1] = -src2[1];
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src2[2] = -src2[2];
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src2[3] = -src2[3];
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}
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float24 src3[4] = {
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src3_[(int)swizzle.GetSelectorSrc3(0)], src3_[(int)swizzle.GetSelectorSrc3(1)],
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src3_[(int)swizzle.GetSelectorSrc3(2)], src3_[(int)swizzle.GetSelectorSrc3(3)],
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src3_[(int)swizzle.src3_selector_0.Value()],
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src3_[(int)swizzle.src3_selector_1.Value()],
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src3_[(int)swizzle.src3_selector_2.Value()],
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src3_[(int)swizzle.src3_selector_3.Value()],
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};
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if (negate_src3) {
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src3[0] = src3[0] * float24::FromFloat32(-1);
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src3[1] = src3[1] * float24::FromFloat32(-1);
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src3[2] = src3[2] * float24::FromFloat32(-1);
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src3[3] = src3[3] * float24::FromFloat32(-1);
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src3[0] = -src3[0];
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src3[1] = -src3[1];
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src3[2] = -src3[2];
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src3[3] = -src3[3];
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}
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float24* dest =
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