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author | bunnei <bunneidev@gmail.com> | 2018-06-01 04:57:32 +0200 |
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committer | bunnei <bunneidev@gmail.com> | 2018-06-01 04:57:32 +0200 |
commit | 4c727d0ba82012436dfd4eb1572db5e0882b2766 (patch) | |
tree | 16eda7a1a5c5b6a2d39d6d089d33489a2eaaf18f | |
parent | Merge pull request #488 from Subv/thread_masks (diff) | |
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-rw-r--r-- | src/video_core/engines/shader_bytecode.h | 5 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 20 |
2 files changed, 23 insertions, 2 deletions
diff --git a/src/video_core/engines/shader_bytecode.h b/src/video_core/engines/shader_bytecode.h index f32a17057..79adcc535 100644 --- a/src/video_core/engines/shader_bytecode.h +++ b/src/video_core/engines/shader_bytecode.h @@ -261,6 +261,11 @@ union Instruction { BitField<50, 1, u64> saturate_a; } conversion; + union { + // TODO(bunnei): This is just a guess, needs to be verified + BitField<52, 1, u64> enable_g_component; + } texs; + BitField<61, 1, u64> is_b_imm; BitField<60, 1, u64> is_b_gpr; BitField<59, 1, u64> is_c_gpr; diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 68efe74b8..f6a60c920 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -903,9 +903,25 @@ private: ++shader.scope; shader.AddLine(coord); const std::string texture = "texture(" + sampler + ", coords)"; - for (unsigned elem = 0; elem < instr.attribute.fmt20.size; ++elem) { - regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, elem); + + // TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA goes + // into gpr28+0 and gpr28+1 + size_t offset{}; + for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) { + for (unsigned elem = 0; elem < 2; ++elem) { + if (dest + elem >= Register::ZeroIndex) { + // Skip invalid register values + break; + } + regs.SetRegisterToFloat(dest, elem + offset, texture, 1, 4, false, elem); + if (!instr.texs.enable_g_component) { + // Skip the second component + break; + } + } + offset += 2; } + --shader.scope; shader.AddLine("}"); break; |