gl_shader_decompiler: Support multi-destination for TEXS.

This commit is contained in:
bunnei 2018-05-31 22:57:32 -04:00
parent bdd68fc210
commit 4c727d0ba8
2 changed files with 23 additions and 2 deletions

View file

@ -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;

View file

@ -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;