Fix output component register on pixel shaders (#1613)

* Fix output component register on pixel shaders

* Clean up usings

* Do not advance if no component is enabled for the target, this keeps the previous behavior
This commit is contained in:
gdkchan 2020-10-13 00:44:55 -03:00 committed by GitHub
parent 6a51b628f9
commit d36c4bfba5
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -1,4 +1,3 @@
using Ryujinx.Common;
using Ryujinx.Graphics.Shader.Decoders;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
@ -85,7 +84,7 @@ namespace Ryujinx.Graphics.Shader.Translation
this.Copy(dest, src);
}
int regIndex = 0;
int regIndexBase = 0;
for (int rtIndex = 0; rtIndex < 8; rtIndex++)
{
@ -100,7 +99,7 @@ namespace Ryujinx.Graphics.Shader.Translation
int fragmentOutputColorAttr = AttributeConsts.FragmentOutputColorBase + rtIndex * 16;
Operand src = Register(regIndex, RegisterType.Gpr);
Operand src = Register(regIndexBase + component, RegisterType.Gpr);
// Perform B <-> R swap if needed, for BGRA formats (not supported on OpenGL).
if (component == 0 || component == 2)
@ -125,11 +124,12 @@ namespace Ryujinx.Graphics.Shader.Translation
{
this.Copy(Attribute(fragmentOutputColorAttr + component * 4), src);
}
regIndex++;
}
regIndex = BitUtils.AlignUp(regIndex, 4);
if (target.Enabled)
{
regIndexBase += 4;
}
}
}
}