gl_shader_decompiler: Implement TEXS component mask.
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2 changed files with 26 additions and 9 deletions
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@ -938,18 +938,21 @@ private:
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// TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA goes
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// into gpr28+0 and gpr28+1
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size_t offset{};
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for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) {
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for (unsigned elem = 0; elem < 2; ++elem) {
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if (dest + elem >= Register::ZeroIndex) {
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// Skip invalid register values
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break;
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if (!instr.texs.IsComponentEnabled(elem)) {
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// Skip disabled components
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continue;
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}
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regs.SetRegisterToFloat(dest, elem + offset, texture, 1, 4, false, elem);
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if (!instr.texs.enable_g_component) {
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// Skip the second component
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break;
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}
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}
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if (!instr.texs.HasTwoDestinations()) {
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// Skip the second destination
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break;
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}
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offset += 2;
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}
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--shader.scope;
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