shader_recompiler: Fix image write swizzles. (#2236)

This commit is contained in:
squidbus 2025-01-24 12:47:04 -08:00 committed by GitHub
parent 56f4b8a2b8
commit a51c8c17e0
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
2 changed files with 29 additions and 6 deletions

View file

@ -569,7 +569,7 @@ void PatchTextureBufferArgs(IR::Block& block, IR::Inst& inst, Info& info) {
inst.SetArg(1, CalculateBufferAddress(ir, inst, info, buffer, 1U));
if (inst.GetOpcode() == IR::Opcode::StoreBufferFormatF32) {
const auto swizzled = ApplySwizzle(ir, inst.Arg(2), buffer.DstSelect());
const auto swizzled = ApplySwizzle(ir, inst.Arg(2), buffer.DstSelect().Inverse());
const auto converted =
ApplyWriteNumberConversionVec4(ir, swizzled, buffer.GetNumberConversion());
inst.SetArg(2, converted);
@ -829,7 +829,7 @@ void PatchImageArgs(IR::Block& block, IR::Inst& inst, Info& info) {
auto texel = inst.Arg(4);
if (is_storage) {
// Storage image requires shader swizzle.
texel = ApplySwizzle(ir, texel, image.DstSelect());
texel = ApplySwizzle(ir, texel, image.DstSelect().Inverse());
}
const auto converted =
ApplyWriteNumberConversionVec4(ir, texel, image.GetNumberConversion());