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

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