[D3D12] Memexport: Fix red/blue swap not being in the write mask
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@ -152,7 +152,7 @@ void DxbcShaderTranslator::ExportToMemory() {
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15));
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15));
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(control_temp);
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shader_code_.push_back(control_temp);
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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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