[D3D12] DXBC: In getWeights, apply the offset for unnormalized coordinates only when needed
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@ -4137,6 +4137,7 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
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// unnormalized coordinates.
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// unnormalized coordinates.
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if (instr.attributes.unnormalized_coordinates) {
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if (instr.attributes.unnormalized_coordinates) {
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if (has_offset) {
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// Apply the offset.
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// Apply the offset.
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shader_code_.push_back(
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
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@ -4149,12 +4150,16 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
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shader_code_.push_back(system_temp_pv_);
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shader_code_.push_back(system_temp_pv_);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(*reinterpret_cast<const uint32_t*>(&offset_x));
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shader_code_.push_back(
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shader_code_.push_back(*reinterpret_cast<const uint32_t*>(&offset_y));
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*reinterpret_cast<const uint32_t*>(&offset_x));
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shader_code_.push_back(*reinterpret_cast<const uint32_t*>(&offset_z));
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shader_code_.push_back(
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*reinterpret_cast<const uint32_t*>(&offset_y));
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shader_code_.push_back(
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*reinterpret_cast<const uint32_t*>(&offset_z));
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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++stat_.instruction_count;
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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++stat_.float_instruction_count;
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}
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} else {
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} else {
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// Unnormalize the coordinates and apply the offset.
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// Unnormalize the coordinates and apply the offset.
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shader_code_.push_back(
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shader_code_.push_back(
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