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GPU: Use explicit types when retrieving the uniform values for fsetp/fset and isetp instead of the type of an invalid output register.

nce_cpp
Subv 8 years ago
parent
commit
0e337430f5
  1. 27
      src/video_core/renderer_opengl/gl_shader_decompiler.cpp

27
src/video_core/renderer_opengl/gl_shader_decompiler.cpp

@ -197,6 +197,11 @@ public:
return active_type == Type::Integer; return active_type == Type::Integer;
} }
/// Returns the current active type of the register
Type GetActiveType() const {
return active_type;
}
/// Returns the index of the register /// Returns the index of the register
size_t GetIndex() const { size_t GetIndex() const {
return index; return index;
@ -328,22 +333,28 @@ public:
shader.AddLine(dest + " = " + src + ';'); shader.AddLine(dest + " = " + src + ';');
} }
/// Generates code representing a uniform (C buffer) register.
std::string GetUniform(const Uniform& uniform, const Register& dest_reg) {
/// Generates code representing a uniform (C buffer) register, interpreted as the input type.
std::string GetUniform(const Uniform& uniform, GLSLRegister::Type type) {
declr_const_buffers[uniform.index].MarkAsUsed(static_cast<unsigned>(uniform.index), declr_const_buffers[uniform.index].MarkAsUsed(static_cast<unsigned>(uniform.index),
static_cast<unsigned>(uniform.offset), stage); static_cast<unsigned>(uniform.offset), stage);
std::string value = std::string value =
'c' + std::to_string(uniform.index) + '[' + std::to_string(uniform.offset) + ']'; 'c' + std::to_string(uniform.index) + '[' + std::to_string(uniform.offset) + ']';
if (regs[dest_reg].IsFloat()) {
if (type == GLSLRegister::Type::Float) {
return value; return value;
} else if (regs[dest_reg].IsInteger()) {
} else if (type == GLSLRegister::Type::Integer) {
return "floatBitsToInt(" + value + ')'; return "floatBitsToInt(" + value + ')';
} else { } else {
UNREACHABLE(); UNREACHABLE();
} }
} }
/// Generates code representing a uniform (C buffer) register, interpreted as the type of the
/// destination register.
std::string GetUniform(const Uniform& uniform, const Register& dest_reg) {
return GetUniform(uniform, regs[dest_reg].GetActiveType());
}
/// Add declarations for registers /// Add declarations for registers
void GenerateDeclarations() { void GenerateDeclarations() {
for (const auto& reg : regs) { for (const auto& reg : regs) {
@ -986,7 +997,7 @@ private:
if (instr.is_b_gpr) { if (instr.is_b_gpr) {
op_b += regs.GetRegisterAsFloat(instr.gpr20); op_b += regs.GetRegisterAsFloat(instr.gpr20);
} else { } else {
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
op_b += regs.GetUniform(instr.uniform, GLSLRegister::Type::Float);
} }
} }
@ -1027,9 +1038,7 @@ private:
if (instr.is_b_gpr) { if (instr.is_b_gpr) {
op_b += regs.GetRegisterAsInteger(instr.gpr20, 0, instr.isetp.is_signed); op_b += regs.GetRegisterAsInteger(instr.gpr20, 0, instr.isetp.is_signed);
} else { } else {
// TODO(Subv): This family of instructions don't store to a GPR, but GetUniform
// needs to know the type of the output register.
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
op_b += regs.GetUniform(instr.uniform, GLSLRegister::Type::Integer);
} }
using Tegra::Shader::Pred; using Tegra::Shader::Pred;
@ -1075,7 +1084,7 @@ private:
if (instr.is_b_gpr) { if (instr.is_b_gpr) {
op_b += regs.GetRegisterAsFloat(instr.gpr20); op_b += regs.GetRegisterAsFloat(instr.gpr20);
} else { } else {
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
op_b += regs.GetUniform(instr.uniform, GLSLRegister::Type::Float);
} }
} }

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