mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-11-24 00:05:39 +01:00
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.
This commit is contained in:
parent
d019bb16f6
commit
5367935d35
@ -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: {
|
||||
|
Loading…
Reference in New Issue
Block a user