[D3D12] DXBC: Fix operands in scalar multiplication zero check
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@ -11014,7 +11014,7 @@ void DxbcShaderTranslator::ProcessScalarAluInstruction(
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
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shader_code_.push_back(is_subnormal_temp);
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UseDxbcSourceOperand(dxbc_operands[0]);
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UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(0);
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@ -11796,20 +11796,20 @@ void DxbcShaderTranslator::ProcessScalarAluInstruction(
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
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shader_code_.push_back(is_subnormal_temp);
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UseDxbcSourceOperand(dxbc_operands[0]);
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UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(0);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Check if the second operand (src0.y) is zero.
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// Check if the second operand (src1.x) is zero.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5 + operand_lengths[1]));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
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shader_code_.push_back(is_subnormal_temp);
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UseDxbcSourceOperand(dxbc_operands[1]);
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UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 0);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(0);
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