[D3D12] DXBC: Fix operands in scalar multiplication zero check

This commit is contained in:
Triang3l 2018-11-16 19:25:24 +03:00
parent e46244a996
commit 6901c3ea17
1 changed files with 4 additions and 4 deletions

View File

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