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@ -130,15 +130,18 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
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break;
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}
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case OpCode::Id::IPA: {
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const auto& attribute = instr.attribute.fmt28;
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const bool is_physical = instr.ipa.idx && instr.gpr8.Value() != 0xff;
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const auto attribute = instr.attribute.fmt28;
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const Tegra::Shader::IpaMode input_mode{instr.ipa.interp_mode.Value(),
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instr.ipa.sample_mode.Value()};
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const Node attr = GetInputAttribute(attribute.index, attribute.element);
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Node value = attr;
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Node value = is_physical ? GetPhysicalInputAttribute(instr.gpr8)
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: GetInputAttribute(attribute.index, attribute.element);
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const Tegra::Shader::Attribute::Index index = attribute.index.Value();
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if (index >= Tegra::Shader::Attribute::Index::Attribute_0 &&
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index <= Tegra::Shader::Attribute::Index::Attribute_31) {
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const bool is_generic = index >= Tegra::Shader::Attribute::Index::Attribute_0 &&
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index <= Tegra::Shader::Attribute::Index::Attribute_31;
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if (is_generic || is_physical) {
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// TODO(Blinkhawk): There are cases where a perspective attribute use PASS.
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// In theory by setting them as perspective, OpenGL does the perspective correction.
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// A way must figured to reverse the last step of it.
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