Merge pull request #494 from bunnei/shader-tex
gl_shader_decompiler: Implement TEX, fixes for TEXS.
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commit
bb9d39b8fe
2 changed files with 58 additions and 2 deletions
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@ -896,6 +896,32 @@ private:
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instr.gpr0);
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break;
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}
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case OpCode::Id::TEX: {
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ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
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const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string op_b = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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const std::string sampler = GetSampler(instr.sampler);
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const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
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// Add an extra scope and declare the texture coords inside to prevent overwriting
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// them in case they are used as outputs of the texs instruction.
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shader.AddLine("{");
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++shader.scope;
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shader.AddLine(coord);
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const std::string texture = "texture(" + sampler + ", coords)";
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size_t dest_elem{};
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for (size_t elem = 0; elem < instr.attribute.fmt20.size; ++elem) {
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if (!instr.tex.IsComponentEnabled(elem)) {
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// Skip disabled components
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continue;
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}
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regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
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++dest_elem;
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}
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--shader.scope;
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shader.AddLine("}");
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break;
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}
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case OpCode::Id::TEXS: {
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ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
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const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
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@ -908,8 +934,23 @@ private:
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++shader.scope;
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shader.AddLine(coord);
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const std::string texture = "texture(" + sampler + ", coords)";
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for (unsigned elem = 0; elem < instr.attribute.fmt20.size; ++elem) {
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regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, elem);
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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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}
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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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offset += 2;
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}
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--shader.scope;
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shader.AddLine("}");
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