Merge pull request #1756 from ReinUsesLisp/fix-textures
gl_shader_decompiler: Fix register overwriting on texture calls
This commit is contained in:
		@@ -1243,14 +1243,7 @@ private:
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        regs.SetRegisterToInteger(dest, true, 0, result, 1, 1);
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					        regs.SetRegisterToInteger(dest, true, 0, result, 1, 1);
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    }
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					    }
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    void WriteTexsInstruction(const Instruction& instr, const std::string& coord,
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					    void WriteTexsInstruction(const Instruction& instr, const std::string& texture) {
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                              const std::string& texture) {
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        // Add an extra scope and declare the texture coords inside to prevent
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        // overwriting 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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        // TEXS has two destination registers and a swizzle. The first two elements in the swizzle
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					        // TEXS has two destination registers and a swizzle. The first two elements in the swizzle
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        // go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
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					        // go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
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@@ -1273,9 +1266,6 @@ private:
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            ++written_components;
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					            ++written_components;
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        }
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					        }
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        --shader.scope;
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        shader.AddLine('}');
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    }
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					    }
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    static u32 TextureCoordinates(Tegra::Shader::TextureType texture_type) {
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					    static u32 TextureCoordinates(Tegra::Shader::TextureType texture_type) {
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@@ -2563,7 +2553,6 @@ private:
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                }
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					                }
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                // TODO: make sure coordinates are always indexed to gpr8 and gpr20 is always bias
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					                // TODO: make sure coordinates are always indexed to gpr8 and gpr20 is always bias
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                // or lod.
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					                // or lod.
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                std::string op_c;
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                const std::string sampler =
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					                const std::string sampler =
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                    GetSampler(instr.sampler, texture_type, is_array, depth_compare);
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					                    GetSampler(instr.sampler, texture_type, is_array, depth_compare);
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@@ -2586,27 +2575,35 @@ private:
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                }
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					                }
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                case Tegra::Shader::TextureProcessMode::LB:
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					                case Tegra::Shader::TextureProcessMode::LB:
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                case Tegra::Shader::TextureProcessMode::LBA: {
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					                case Tegra::Shader::TextureProcessMode::LBA: {
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                    if (depth_compare) {
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					                    const std::string bias = [&]() {
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                        if (is_array)
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					                        if (depth_compare) {
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                            op_c = regs.GetRegisterAsFloat(instr.gpr20.Value() + 2);
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					                            if (is_array)
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                        else
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					                                return regs.GetRegisterAsFloat(instr.gpr20.Value() + 2);
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                            op_c = regs.GetRegisterAsFloat(instr.gpr20.Value() + 1);
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					                            else
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                    } else {
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					                                return regs.GetRegisterAsFloat(instr.gpr20.Value() + 1);
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                        op_c = regs.GetRegisterAsFloat(instr.gpr20);
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					                        } else {
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                    }
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					                            return regs.GetRegisterAsFloat(instr.gpr20);
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					                        }
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					                    }();
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					                    shader.AddLine("float bias = " + bias + ';');
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                    // TODO: Figure if A suffix changes the equation at all.
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					                    // TODO: Figure if A suffix changes the equation at all.
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                    texture = "texture(" + sampler + ", coords, " + op_c + ')';
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					                    texture = "texture(" + sampler + ", coords, bias)";
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                    break;
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					                    break;
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                }
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					                }
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                case Tegra::Shader::TextureProcessMode::LL:
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					                case Tegra::Shader::TextureProcessMode::LL:
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                case Tegra::Shader::TextureProcessMode::LLA: {
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					                case Tegra::Shader::TextureProcessMode::LLA: {
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                    if (num_coordinates <= 2) {
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					                    const std::string lod = [&]() {
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                        op_c = regs.GetRegisterAsFloat(instr.gpr20);
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					                        if (num_coordinates <= 2) {
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                    } else {
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					                            return regs.GetRegisterAsFloat(instr.gpr20);
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                        op_c = regs.GetRegisterAsFloat(instr.gpr20.Value() + 1);
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					                        } else {
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                    }
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					                            return regs.GetRegisterAsFloat(instr.gpr20.Value() + 1);
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					                        }
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					                    }();
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					                    shader.AddLine("float lod = " + lod + ';');
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                    // TODO: Figure if A suffix changes the equation at all.
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					                    // TODO: Figure if A suffix changes the equation at all.
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                    texture = "textureLod(" + sampler + ", coords, " + op_c + ')';
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					                    texture = "textureLod(" + sampler + ", coords, lod)";
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                    break;
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					                    break;
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                }
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					                }
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                default: {
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					                default: {
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@@ -2633,7 +2630,6 @@ private:
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                break;
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					                break;
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            }
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					            }
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            case OpCode::Id::TEXS: {
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					            case OpCode::Id::TEXS: {
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                std::string coord;
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                Tegra::Shader::TextureType texture_type{instr.texs.GetTextureType()};
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					                Tegra::Shader::TextureType texture_type{instr.texs.GetTextureType()};
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                bool is_array{instr.texs.IsArrayTexture()};
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					                bool is_array{instr.texs.IsArrayTexture()};
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@@ -2646,17 +2642,21 @@ private:
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                if (depth_compare)
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					                if (depth_compare)
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                    num_coordinates += 1;
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					                    num_coordinates += 1;
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					                // Scope to avoid variable name overlaps.
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					                shader.AddLine('{');
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					                ++shader.scope;
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                switch (num_coordinates) {
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					                switch (num_coordinates) {
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                case 2: {
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					                case 2: {
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                    if (is_array) {
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					                    if (is_array) {
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                        const std::string index = regs.GetRegisterAsInteger(instr.gpr8);
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					                        const std::string index = regs.GetRegisterAsInteger(instr.gpr8);
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                        const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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					                        const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                        const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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					                        const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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                        coord = "vec3 coords = vec3(" + x + ", " + y + ", " + index + ");";
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					                        shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + index + ");");
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                    } else {
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					                    } else {
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                        const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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					                        const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                        const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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					                        const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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                        coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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					                        shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");");
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                    }
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					                    }
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                    break;
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					                    break;
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                }
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					                }
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@@ -2666,13 +2666,13 @@ private:
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                        const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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					                        const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                        const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 2);
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					                        const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 2);
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                        const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
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					                        const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
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                        coord =
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					                        shader.AddLine("vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " +
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                            "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " + index + ");";
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					                                       index + ");");
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                    } else {
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					                    } else {
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                        const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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					                        const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                        const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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					                        const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                        const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
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					                        const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
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                        coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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					                        shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + z + ");");
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                    }
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					                    }
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                    break;
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					                    break;
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                }
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					                }
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@@ -2683,7 +2683,7 @@ private:
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                    // Fallback to interpreting as a 2D texture for now
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					                    // Fallback to interpreting as a 2D texture for now
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                    const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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					                    const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                    const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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					                    const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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                    coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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					                    shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");");
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                    texture_type = Tegra::Shader::TextureType::Texture2D;
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					                    texture_type = Tegra::Shader::TextureType::Texture2D;
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                    is_array = false;
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					                    is_array = false;
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                }
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					                }
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@@ -2715,14 +2715,16 @@ private:
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                }
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					                }
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                }
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					                }
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                if (!depth_compare) {
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					                if (!depth_compare) {
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                    WriteTexsInstruction(instr, coord, texture);
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					                    WriteTexsInstruction(instr, texture);
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                } else {
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					                } else {
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                    WriteTexsInstruction(instr, coord, "vec4(" + texture + ')');
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					                    WriteTexsInstruction(instr, "vec4(" + texture + ')');
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                }
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					                }
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					                shader.AddLine('}');
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					                --shader.scope;
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                break;
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					                break;
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            }
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					            }
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            case OpCode::Id::TLDS: {
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					            case OpCode::Id::TLDS: {
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                std::string coord;
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                const Tegra::Shader::TextureType texture_type{instr.tlds.GetTextureType()};
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					                const Tegra::Shader::TextureType texture_type{instr.tlds.GetTextureType()};
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                const bool is_array{instr.tlds.IsArrayTexture()};
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					                const bool is_array{instr.tlds.IsArrayTexture()};
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@@ -2736,12 +2738,16 @@ private:
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                UNIMPLEMENTED_IF_MSG(instr.tlds.UsesMiscMode(Tegra::Shader::TextureMiscMode::MZ),
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					                UNIMPLEMENTED_IF_MSG(instr.tlds.UsesMiscMode(Tegra::Shader::TextureMiscMode::MZ),
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                                     "MZ is not implemented");
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					                                     "MZ is not implemented");
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                u32 op_c_offset = 0;
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					                u32 extra_op_offset = 0;
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					                // Scope to avoid variable name overlaps.
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					                shader.AddLine('{');
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					                ++shader.scope;
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                switch (texture_type) {
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					                switch (texture_type) {
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                case Tegra::Shader::TextureType::Texture1D: {
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					                case Tegra::Shader::TextureType::Texture1D: {
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                    const std::string x = regs.GetRegisterAsInteger(instr.gpr8);
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					                    const std::string x = regs.GetRegisterAsInteger(instr.gpr8);
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                    coord = "int coords = " + x + ';';
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					                    shader.AddLine("int coords = " + x + ';');
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                    break;
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					                    break;
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                }
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					                }
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                case Tegra::Shader::TextureType::Texture2D: {
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					                case Tegra::Shader::TextureType::Texture2D: {
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@@ -2749,8 +2755,8 @@ private:
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                    const std::string x = regs.GetRegisterAsInteger(instr.gpr8);
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					                    const std::string x = regs.GetRegisterAsInteger(instr.gpr8);
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                    const std::string y = regs.GetRegisterAsInteger(instr.gpr20);
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					                    const std::string y = regs.GetRegisterAsInteger(instr.gpr20);
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                    coord = "ivec2 coords = ivec2(" + x + ", " + y + ");";
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					                    shader.AddLine("ivec2 coords = ivec2(" + x + ", " + y + ");");
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                    op_c_offset = 1;
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					                    extra_op_offset = 1;
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                    break;
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					                    break;
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                }
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					                }
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                default:
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					                default:
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@@ -2765,9 +2771,10 @@ private:
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                    break;
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					                    break;
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                }
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					                }
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                case Tegra::Shader::TextureProcessMode::LL: {
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					                case Tegra::Shader::TextureProcessMode::LL: {
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                    const std::string op_c =
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					                    shader.AddLine(
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                        regs.GetRegisterAsInteger(instr.gpr20.Value() + op_c_offset);
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					                        "float lod = " +
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                    texture = "texelFetch(" + sampler + ", coords, " + op_c + ')';
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					                        regs.GetRegisterAsInteger(instr.gpr20.Value() + extra_op_offset) + ';');
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					                    texture = "texelFetch(" + sampler + ", coords, lod)";
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                    break;
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					                    break;
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                }
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					                }
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                default: {
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					                default: {
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@@ -2776,7 +2783,10 @@ private:
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                                      static_cast<u32>(instr.tlds.GetTextureProcessMode()));
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					                                      static_cast<u32>(instr.tlds.GetTextureProcessMode()));
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                }
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					                }
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                }
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					                }
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                WriteTexsInstruction(instr, coord, texture);
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					                WriteTexsInstruction(instr, texture);
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					                --shader.scope;
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					                shader.AddLine('}');
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                break;
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					                break;
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            }
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					            }
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            case OpCode::Id::TLD4: {
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					            case OpCode::Id::TLD4: {
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@@ -2799,18 +2809,23 @@ private:
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                if (depth_compare)
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					                if (depth_compare)
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                    num_coordinates += 1;
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					                    num_coordinates += 1;
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					                // Add an extra scope and declare the texture coords inside to prevent
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					                // overwriting 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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                switch (num_coordinates) {
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					                switch (num_coordinates) {
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                case 2: {
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					                case 2: {
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                    const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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					                    const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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					                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                    coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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					                    shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");");
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                    break;
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					                    break;
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                }
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					                }
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                case 3: {
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					                case 3: {
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                    const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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					                    const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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					                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                    const std::string z = regs.GetRegisterAsFloat(instr.gpr8.Value() + 2);
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					                    const std::string z = regs.GetRegisterAsFloat(instr.gpr8.Value() + 2);
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                    coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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					                    shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + z + ");");
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                    break;
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					                    break;
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                }
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					                }
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                default:
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					                default:
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@@ -2818,17 +2833,13 @@ private:
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                                      static_cast<u32>(num_coordinates));
 | 
					                                      static_cast<u32>(num_coordinates));
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                    const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
 | 
					                    const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
 | 
				
			||||||
                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
 | 
					                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
 | 
				
			||||||
                    coord = "vec2 coords = vec2(" + x + ", " + y + ");";
 | 
					                    shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");");
 | 
				
			||||||
                    texture_type = Tegra::Shader::TextureType::Texture2D;
 | 
					                    texture_type = Tegra::Shader::TextureType::Texture2D;
 | 
				
			||||||
                }
 | 
					                }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                const std::string sampler =
 | 
					                const std::string sampler =
 | 
				
			||||||
                    GetSampler(instr.sampler, texture_type, false, depth_compare);
 | 
					                    GetSampler(instr.sampler, texture_type, false, depth_compare);
 | 
				
			||||||
                // Add an extra scope and declare the texture coords inside to prevent
 | 
					
 | 
				
			||||||
                // overwriting them in case they are used as outputs of the texs instruction.
 | 
					 | 
				
			||||||
                shader.AddLine("{");
 | 
					 | 
				
			||||||
                ++shader.scope;
 | 
					 | 
				
			||||||
                shader.AddLine(coord);
 | 
					 | 
				
			||||||
                const std::string texture = "textureGather(" + sampler + ", coords, " +
 | 
					                const std::string texture = "textureGather(" + sampler + ", coords, " +
 | 
				
			||||||
                                            std::to_string(instr.tld4.component) + ')';
 | 
					                                            std::to_string(instr.tld4.component) + ')';
 | 
				
			||||||
                if (!depth_compare) {
 | 
					                if (!depth_compare) {
 | 
				
			||||||
@@ -2845,7 +2856,7 @@ private:
 | 
				
			|||||||
                    regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false);
 | 
					                    regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false);
 | 
				
			||||||
                }
 | 
					                }
 | 
				
			||||||
                --shader.scope;
 | 
					                --shader.scope;
 | 
				
			||||||
                shader.AddLine("}");
 | 
					                shader.AddLine('}');
 | 
				
			||||||
                break;
 | 
					                break;
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
            case OpCode::Id::TLD4S: {
 | 
					            case OpCode::Id::TLD4S: {
 | 
				
			||||||
@@ -2856,6 +2867,10 @@ private:
 | 
				
			|||||||
                    instr.tld4s.UsesMiscMode(Tegra::Shader::TextureMiscMode::AOFFI),
 | 
					                    instr.tld4s.UsesMiscMode(Tegra::Shader::TextureMiscMode::AOFFI),
 | 
				
			||||||
                    "AOFFI is not implemented");
 | 
					                    "AOFFI is not implemented");
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                // Scope to avoid variable name overlaps.
 | 
				
			||||||
 | 
					                shader.AddLine('{');
 | 
				
			||||||
 | 
					                ++shader.scope;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                const bool depth_compare =
 | 
					                const bool depth_compare =
 | 
				
			||||||
                    instr.tld4s.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC);
 | 
					                    instr.tld4s.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC);
 | 
				
			||||||
                const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
 | 
					                const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
 | 
				
			||||||
@@ -2863,22 +2878,25 @@ 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);
 | 
				
			||||||
                std::string coord;
 | 
					 | 
				
			||||||
                if (!depth_compare) {
 | 
					                if (!depth_compare) {
 | 
				
			||||||
                    coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
 | 
					                    shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");");
 | 
				
			||||||
                } else {
 | 
					                } else {
 | 
				
			||||||
                    // Note: TLD4S coordinate encoding works just like TEXS's
 | 
					                    // Note: TLD4S coordinate encoding works just like TEXS's
 | 
				
			||||||
                    const std::string op_c = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
 | 
					                    shader.AddLine(
 | 
				
			||||||
                    coord = "vec3 coords = vec3(" + op_a + ", " + op_c + ", " + op_b + ");";
 | 
					                        "float op_y = " + regs.GetRegisterAsFloat(instr.gpr8.Value() + 1) + ';');
 | 
				
			||||||
 | 
					                    shader.AddLine("vec3 coords = vec3(" + op_a + ", op_y, " + op_b + ");");
 | 
				
			||||||
                }
 | 
					                }
 | 
				
			||||||
                const std::string texture = "textureGather(" + sampler + ", coords, " +
 | 
					                const std::string texture = "textureGather(" + sampler + ", coords, " +
 | 
				
			||||||
                                            std::to_string(instr.tld4s.component) + ')';
 | 
					                                            std::to_string(instr.tld4s.component) + ')';
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                if (!depth_compare) {
 | 
					                if (!depth_compare) {
 | 
				
			||||||
                    WriteTexsInstruction(instr, coord, texture);
 | 
					                    WriteTexsInstruction(instr, texture);
 | 
				
			||||||
                } else {
 | 
					                } else {
 | 
				
			||||||
                    WriteTexsInstruction(instr, coord, "vec4(" + texture + ')');
 | 
					                    WriteTexsInstruction(instr, "vec4(" + texture + ')');
 | 
				
			||||||
                }
 | 
					                }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                --shader.scope;
 | 
				
			||||||
 | 
					                shader.AddLine('}');
 | 
				
			||||||
                break;
 | 
					                break;
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
            case OpCode::Id::TXQ: {
 | 
					            case OpCode::Id::TXQ: {
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user