mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-12-26 17:30:06 +00:00
Merge pull request #8038 from liamwhite/exit-register-detection
shader_recompiler/EXIT: increment output register on failed enable test
This commit is contained in:
commit
75046a3351
@ -11,9 +11,13 @@ void ExitFragment(TranslatorVisitor& v) {
|
|||||||
const ProgramHeader sph{v.env.SPH()};
|
const ProgramHeader sph{v.env.SPH()};
|
||||||
IR::Reg src_reg{IR::Reg::R0};
|
IR::Reg src_reg{IR::Reg::R0};
|
||||||
for (u32 render_target = 0; render_target < 8; ++render_target) {
|
for (u32 render_target = 0; render_target < 8; ++render_target) {
|
||||||
|
if (!sph.ps.HasOutputComponents(render_target)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
const std::array<bool, 4> mask{sph.ps.EnabledOutputComponents(render_target)};
|
const std::array<bool, 4> mask{sph.ps.EnabledOutputComponents(render_target)};
|
||||||
for (u32 component = 0; component < 4; ++component) {
|
for (u32 component = 0; component < 4; ++component) {
|
||||||
if (!mask[component]) {
|
if (!mask[component]) {
|
||||||
|
++src_reg;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
v.ir.SetFragColor(render_target, component, v.F(src_reg));
|
v.ir.SetFragColor(render_target, component, v.F(src_reg));
|
||||||
|
@ -196,6 +196,11 @@ struct ProgramHeader {
|
|||||||
return {(bits & 1) != 0, (bits & 2) != 0, (bits & 4) != 0, (bits & 8) != 0};
|
return {(bits & 1) != 0, (bits & 2) != 0, (bits & 4) != 0, (bits & 8) != 0};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[[nodiscard]] bool HasOutputComponents(u32 rt) const noexcept {
|
||||||
|
const u32 bits{omap.target >> (rt * 4)};
|
||||||
|
return (bits & 0xf) != 0;
|
||||||
|
}
|
||||||
|
|
||||||
[[nodiscard]] std::array<PixelImap, 4> GenericInputMap(u32 attribute) const {
|
[[nodiscard]] std::array<PixelImap, 4> GenericInputMap(u32 attribute) const {
|
||||||
const auto& vector{imap_generic_vector[attribute]};
|
const auto& vector{imap_generic_vector[attribute]};
|
||||||
return {vector.x, vector.y, vector.z, vector.w};
|
return {vector.x, vector.y, vector.z, vector.w};
|
||||||
|
Loading…
Reference in New Issue
Block a user