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	gl_shader_decompiler: Flip negated if else statement
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		| @@ -3003,12 +3003,12 @@ private: | |||||||
|                 // TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction. |                 // TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction. | ||||||
|                 const std::string sampler = GetSampler( |                 const std::string sampler = GetSampler( | ||||||
|                     instr.sampler, Tegra::Shader::TextureType::Texture2D, false, depth_compare); |                     instr.sampler, Tegra::Shader::TextureType::Texture2D, false, depth_compare); | ||||||
|                 if (!depth_compare) { |                 if (depth_compare) { | ||||||
|                     shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");"); |  | ||||||
|                 } else { |  | ||||||
|                     // Note: TLD4S coordinate encoding works just like TEXS's |                     // Note: TLD4S coordinate encoding works just like TEXS's | ||||||
|                     const std::string op_y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |                     const std::string op_y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); | ||||||
|                     shader.AddLine("vec3 coords = vec3(" + op_a + ", " + op_y + ", " + op_b + ");"); |                     shader.AddLine("vec3 coords = vec3(" + op_a + ", " + op_y + ", " + op_b + ");"); | ||||||
|  |                 } else { | ||||||
|  |                     shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");"); | ||||||
|                 } |                 } | ||||||
|  |  | ||||||
|                 std::string texture = "textureGather(" + sampler + ", coords, " + |                 std::string texture = "textureGather(" + sampler + ", coords, " + | ||||||
|   | |||||||
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