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vertex_shader: Use address offset on src2 in inverted mode.
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1 changed files with 3 additions and 3 deletions
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@ -119,13 +119,13 @@ static void ProcessShaderCode(VertexShaderState& state) {
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switch (instr.opcode.Value().GetInfo().type) {
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case OpCode::Type::Arithmetic:
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{
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bool is_inverted = 0 != (instr.opcode.Value().GetInfo().subtype & OpCode::Info::SrcInversed);
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const bool is_inverted = (0 != (instr.opcode.Value().GetInfo().subtype & OpCode::Info::SrcInversed));
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const int address_offset = (instr.common.address_register_index == 0)
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? 0 : state.address_registers[instr.common.address_register_index - 1];
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const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted) + address_offset);
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const float24* src2_ = LookupSourceRegister(instr.common.GetSrc2(is_inverted));
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const float24* src1_ = LookupSourceRegister(instr.common.GetSrc1(is_inverted) + (!is_inverted * address_offset));
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const float24* src2_ = LookupSourceRegister(instr.common.GetSrc2(is_inverted) + ( is_inverted * address_offset));
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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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