Fix TXQ not using the component mask.
This commit is contained in:
parent
b0b027d2d0
commit
0306c50339
|
@ -981,6 +981,10 @@ union Instruction {
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool IsComponentEnabled(std::size_t component) const {
|
||||||
|
return ((1ul << component) & component_mask) != 0;
|
||||||
|
}
|
||||||
} txq;
|
} txq;
|
||||||
|
|
||||||
union {
|
union {
|
||||||
|
|
|
@ -324,15 +324,18 @@ u32 ShaderIR::DecodeMemory(BasicBlock& bb, const BasicBlock& code, u32 pc) {
|
||||||
const auto& sampler =
|
const auto& sampler =
|
||||||
GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false, false);
|
GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false, false);
|
||||||
|
|
||||||
|
u32 indexer = 0;
|
||||||
switch (instr.txq.query_type) {
|
switch (instr.txq.query_type) {
|
||||||
case Tegra::Shader::TextureQueryType::Dimension: {
|
case Tegra::Shader::TextureQueryType::Dimension: {
|
||||||
for (u32 element = 0; element < 4; ++element) {
|
for (u32 element = 0; element < 4; ++element) {
|
||||||
MetaTexture meta{sampler, element};
|
if (instr.txq.IsComponentEnabled(element)) {
|
||||||
const Node value = Operation(OperationCode::F4TextureQueryDimensions,
|
MetaTexture meta{sampler, element};
|
||||||
std::move(meta), GetRegister(instr.gpr8));
|
const Node value = Operation(OperationCode::F4TextureQueryDimensions,
|
||||||
SetTemporal(bb, element, value);
|
std::move(meta), GetRegister(instr.gpr8));
|
||||||
|
SetTemporal(bb, indexer++, value);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
for (u32 i = 0; i < 4; ++i) {
|
for (u32 i = 0; i < indexer; ++i) {
|
||||||
SetRegister(bb, instr.gpr0.Value() + i, GetTemporal(i));
|
SetRegister(bb, instr.gpr0.Value() + i, GetTemporal(i));
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -734,4 +737,4 @@ std::tuple<std::size_t, std::size_t> ShaderIR::ValidateAndGetCoordinateElement(
|
||||||
return {coord_count, total_coord_count};
|
return {coord_count, total_coord_count};
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace VideoCommon::Shader
|
} // namespace VideoCommon::Shader
|
||||||
|
|
Loading…
Reference in New Issue