[D3D12] DXBC: Fix a typo breaking pixel shaders
This commit is contained in:
parent
edcb537f9e
commit
64fe2d8600
|
@ -414,24 +414,22 @@ void DxbcShaderTranslator::StartPixelShader() {
|
|||
++stat_.instruction_count;
|
||||
if (uses_register_dynamic_addressing()) {
|
||||
++stat_.array_instruction_count;
|
||||
shader_object_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
|
||||
shader_object_.push_back(EncodeVectorMaskedOperand(
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
|
||||
shader_code_.push_back(EncodeVectorMaskedOperand(
|
||||
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
|
||||
shader_object_.push_back(0);
|
||||
shader_code_.push_back(0);
|
||||
} else {
|
||||
++stat_.mov_instruction_count;
|
||||
shader_object_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
|
||||
shader_object_.push_back(
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
|
||||
}
|
||||
shader_object_.push_back(i);
|
||||
shader_object_.push_back(EncodeVectorSwizzledOperand(
|
||||
shader_code_.push_back(i);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_INPUT, kSwizzleXYZW, 1));
|
||||
shader_object_.push_back(kPSInInterpolatorRegister + i);
|
||||
shader_code_.push_back(kPSInInterpolatorRegister + i);
|
||||
}
|
||||
|
||||
// TODO(Triang3l): ps_param_gen.
|
||||
|
@ -440,19 +438,18 @@ void DxbcShaderTranslator::StartPixelShader() {
|
|||
// in case the shader doesn't write to all used outputs on all execution
|
||||
// paths.
|
||||
for (uint32_t i = 0; i < 4; ++i) {
|
||||
shader_object_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
|
||||
shader_object_.push_back(EncodeVectorMaskedOperand(
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
|
||||
shader_code_.push_back(EncodeVectorMaskedOperand(
|
||||
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
|
||||
shader_object_.push_back(GetColorIndexableTemp());
|
||||
shader_object_.push_back(i);
|
||||
shader_object_.push_back(EncodeVectorSwizzledOperand(
|
||||
shader_code_.push_back(GetColorIndexableTemp());
|
||||
shader_code_.push_back(i);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
|
||||
shader_object_.push_back(0);
|
||||
shader_object_.push_back(0);
|
||||
shader_object_.push_back(0);
|
||||
shader_object_.push_back(0);
|
||||
shader_code_.push_back(0);
|
||||
shader_code_.push_back(0);
|
||||
shader_code_.push_back(0);
|
||||
shader_code_.push_back(0);
|
||||
++stat_.instruction_count;
|
||||
++stat_.array_instruction_count;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue