From 5367935d359361c3c361c48fa02860a83ea5490f Mon Sep 17 00:00:00 2001 From: Subv Date: Thu, 19 Apr 2018 13:33:17 -0500 Subject: [PATCH] ShaderGen: Fixed a case where the TEXS instruction would use the same registers for the input and the output. It will now save the coords before writing the outputs in a subscope. --- .../renderer_opengl/gl_shader_decompiler.cpp | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 6233ee3585..b18f250263 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -399,11 +399,18 @@ private: const std::string op_a = GetRegister(instr.gpr8); const std::string op_b = GetRegister(instr.gpr20); const std::string sampler = GetSampler(instr.sampler); - const std::string coord = "vec2(" + op_a + ", " + op_b + ")"; - const std::string texture = "texture(" + sampler + ", " + coord + ")"; + const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");"; + // Add an extra scope and declare the texture coords inside to prevent overwriting + // them in case they are used as outputs of the texs instruction. + shader.AddLine("{"); + ++shader.scope; + shader.AddLine(coord); + const std::string texture = "texture(" + sampler + ", coords)"; for (unsigned elem = 0; elem < instr.attribute.fmt20.size; ++elem) { SetDest(elem, GetRegister(instr.gpr0, elem), texture, 1, 4); } + --shader.scope; + shader.AddLine("}"); break; } default: {