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@ -65,10 +65,10 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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LOG_WARNING(HW_GPU, "TEX.NODEP implementation is incomplete");
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LOG_WARNING(HW_GPU, "TEX.NODEP implementation is incomplete");
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}
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}
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const TextureType texture_type{instr.tex.texture_type};
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const TextureType texture_type{instr.tex_b.texture_type};
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const bool is_array = instr.tex.array != 0;
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const bool is_array = instr.tex_b.array != 0;
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const bool depth_compare = instr.tex.UsesMiscMode(TextureMiscMode::DC);
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const bool depth_compare = instr.tex_b.UsesMiscMode(TextureMiscMode::DC);
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const auto process_mode = instr.tex.GetTextureProcessMode();
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const auto process_mode = instr.tex_b.GetTextureProcessMode();
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WriteTexInstructionFloat(bb, instr,
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WriteTexInstructionFloat(bb, instr,
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GetTexCode(instr, texture_type, process_mode, depth_compare,
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GetTexCode(instr, texture_type, process_mode, depth_compare,
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is_array, true, instr.gpr20));
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is_array, true, instr.gpr20));
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@ -462,6 +462,7 @@ Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
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if (is_aoffi) {
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if (is_aoffi) {
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aoffi = GetAoffiCoordinates(GetRegister(parameter_register++), coord_count, false);
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aoffi = GetAoffiCoordinates(GetRegister(parameter_register++), coord_count, false);
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}
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}
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const u32 bindless_offset = (is_bindless ? 1 : 0);
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Node dc{};
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Node dc{};
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if (depth_compare) {
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if (depth_compare) {
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