Merge pull request #498 from bunnei/texs-mask
gl_shader_decompiler: Implement TEXS component mask.
This commit is contained in:
commit
527c098ff6
|
@ -270,8 +270,22 @@ union Instruction {
|
||||||
} tex;
|
} tex;
|
||||||
|
|
||||||
union {
|
union {
|
||||||
// TODO(bunnei): This is just a guess, needs to be verified
|
BitField<50, 3, u64> component_mask_selector;
|
||||||
BitField<52, 1, u64> enable_g_component;
|
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;
|
} texs;
|
||||||
|
|
||||||
BitField<61, 1, u64> is_b_imm;
|
BitField<61, 1, u64> is_b_imm;
|
||||||
|
|
|
@ -938,18 +938,21 @@ private:
|
||||||
// TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA goes
|
// TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA goes
|
||||||
// into gpr28+0 and gpr28+1
|
// into gpr28+0 and gpr28+1
|
||||||
size_t offset{};
|
size_t offset{};
|
||||||
|
|
||||||
for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) {
|
for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) {
|
||||||
for (unsigned elem = 0; elem < 2; ++elem) {
|
for (unsigned elem = 0; elem < 2; ++elem) {
|
||||||
if (dest + elem >= Register::ZeroIndex) {
|
if (!instr.texs.IsComponentEnabled(elem)) {
|
||||||
// Skip invalid register values
|
// Skip disabled components
|
||||||
break;
|
continue;
|
||||||
}
|
}
|
||||||
regs.SetRegisterToFloat(dest, elem + offset, texture, 1, 4, false, elem);
|
regs.SetRegisterToFloat(dest, elem + offset, texture, 1, 4, false, elem);
|
||||||
if (!instr.texs.enable_g_component) {
|
}
|
||||||
// Skip the second component
|
|
||||||
|
if (!instr.texs.HasTwoDestinations()) {
|
||||||
|
// Skip the second destination
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
offset += 2;
|
offset += 2;
|
||||||
}
|
}
|
||||||
--shader.scope;
|
--shader.scope;
|
||||||
|
|
Loading…
Reference in New Issue