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Shaders/TEXS: Fixed the component mask in the TEXS instruction.

Previously we could end up with a TEXS that didn't write any outputs, this was wrong.
This commit is contained in:
Subv 2018-08-19 14:00:12 -05:00
parent 51ddb130c5
commit 6cf719a4ab

View file

@ -839,29 +839,29 @@ private:
++shader.scope; ++shader.scope;
shader.AddLine(coord); shader.AddLine(coord);
// TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA // TEXS has two destination registers and a swizzle. The first two elements in the swizzle
// goes into gpr28+0 and gpr28+1 // go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
size_t texs_offset{};
size_t src_elem{}; size_t written_components = 0;
for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) { for (u32 component = 0; component < 4; ++component) {
size_t dest_elem{}; if (!instr.texs.IsComponentEnabled(component)) {
for (unsigned elem = 0; elem < 2; ++elem) {
if (!instr.texs.IsComponentEnabled(src_elem++)) {
// Skip disabled components
continue; continue;
} }
regs.SetRegisterToFloat(dest, elem + texs_offset, texture, 1, 4, false,
dest_elem++); if (written_components < 2) {
// Write the first two swizzle components to gpr0 and gpr0+1
regs.SetRegisterToFloat(instr.gpr0, component, texture, 1, 4, false,
written_components % 2);
} else {
ASSERT(instr.texs.HasTwoDestinations());
// Write the rest of the swizzle components to gpr28 and gpr28+1
regs.SetRegisterToFloat(instr.gpr28, component, texture, 1, 4, false,
written_components % 2);
} }
if (!instr.texs.HasTwoDestinations()) { ++written_components;
// Skip the second destination
break;
} }
texs_offset += 2;
}
--shader.scope; --shader.scope;
shader.AddLine('}'); shader.AddLine('}');
} }