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authorbunnei <bunneidev@gmail.com>2018-06-01 04:57:32 +0200
committerbunnei <bunneidev@gmail.com>2018-06-01 04:57:32 +0200
commit4c727d0ba82012436dfd4eb1572db5e0882b2766 (patch)
tree16eda7a1a5c5b6a2d39d6d089d33489a2eaaf18f
parentMerge pull request #488 from Subv/thread_masks (diff)
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-rw-r--r--src/video_core/engines/shader_bytecode.h5
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp20
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;