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ShaderGen: Fixed a case where the TEXS instruction would use the same registers for the input and the output.

It will now save the coords before writing the outputs in a subscope.
pull/15/merge
Subv 8 years ago
parent
commit
5367935d35
  1. 11
      src/video_core/renderer_opengl/gl_shader_decompiler.cpp

11
src/video_core/renderer_opengl/gl_shader_decompiler.cpp

@ -399,11 +399,18 @@ private:
const std::string op_a = GetRegister(instr.gpr8);
const std::string op_b = GetRegister(instr.gpr20);
const std::string sampler = GetSampler(instr.sampler);
const std::string coord = "vec2(" + op_a + ", " + op_b + ")";
const std::string texture = "texture(" + sampler + ", " + coord + ")";
const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
// 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 = "texture(" + sampler + ", coords)";
for (unsigned elem = 0; elem < instr.attribute.fmt20.size; ++elem) {
SetDest(elem, GetRegister(instr.gpr0, elem), texture, 1, 4);
}
--shader.scope;
shader.AddLine("}");
break;
}
default: {

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