gl_shader_decompiler: Implement TEXS component mask.

This commit is contained in:
bunnei 2018-06-03 12:08:17 -04:00
parent bb9d39b8fe
commit 1efcba346a
2 changed files with 26 additions and 9 deletions

View file

@ -270,8 +270,22 @@ union Instruction {
} tex;
union {
// TODO(bunnei): This is just a guess, needs to be verified
BitField<52, 1, u64> enable_g_component;
BitField<50, 3, u64> component_mask_selector;
BitField<28, 8, Register> gpr28;
bool HasTwoDestinations() const {
return gpr28.Value() != Register::ZeroIndex;
}
bool IsComponentEnabled(size_t component) const {
static constexpr std::array<size_t, 5> one_dest_mask{0x1, 0x2, 0x4, 0x8, 0x3};
static constexpr std::array<size_t, 5> two_dest_mask{0x7, 0xb, 0xd, 0xe, 0xf};
const auto& mask{HasTwoDestinations() ? two_dest_mask : one_dest_mask};
ASSERT(component_mask_selector < mask.size());
return ((1 << component) & mask[component_mask_selector]) != 0;
}
} texs;
BitField<61, 1, u64> is_b_imm;