shadPS4/src/shader_recompiler/frontend/translate/vector_interpolation.cpp
TheTurtle e0c930f2d8
shader_recompiler: Cleanup fragment attribute handling (#3076)
* image: Take minimum of mip levels

Avoids validation error

* texture_cache: Update depth target image

Avoids using undefined depth target in rendering

* shader_recompiler: Cleanup fragment attribute handling
2025-06-10 18:57:16 +03:00

39 lines
1.3 KiB
C++

// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "shader_recompiler/frontend/translate/translate.h"
namespace Shader::Gcn {
void Translator::EmitVectorInterpolation(const GcnInst& inst) {
switch (inst.opcode) {
// VINTRP
case Opcode::V_INTERP_P1_F32:
return;
case Opcode::V_INTERP_P2_F32:
return V_INTERP_P2_F32(inst);
case Opcode::V_INTERP_MOV_F32:
return V_INTERP_MOV_F32(inst);
default:
LogMissingOpcode(inst);
}
}
// VINTRP
void Translator::V_INTERP_P2_F32(const GcnInst& inst) {
const u32 attr_index = inst.control.vintrp.attr;
const auto& attr = runtime_info.fs_info.inputs.at(attr_index);
info.interp_qualifiers[attr_index] = vgpr_to_interp[inst.src[0].code];
const IR::Attribute attrib{IR::Attribute::Param0 + attr_index};
SetDst(inst.dst[0], ir.GetAttribute(attrib, inst.control.vintrp.chan));
}
void Translator::V_INTERP_MOV_F32(const GcnInst& inst) {
const u32 attr_index = inst.control.vintrp.attr;
const auto& attr = runtime_info.fs_info.inputs.at(attr_index);
const IR::Attribute attrib{IR::Attribute::Param0 + attr_index};
SetDst(inst.dst[0], ir.GetAttribute(attrib, inst.control.vintrp.chan));
}
} // namespace Shader::Gcn