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GPU: Use the bf bit in FSET to determine whether to write 0xFFFFFFFF or 1.0f.

Subv 8 лет назад
Родитель
Сommit
2933521a08

+ 1 - 1
src/video_core/engines/shader_bytecode.h

@@ -245,9 +245,9 @@ union Instruction {
         BitField<44, 1, u64> abs_b;
         BitField<44, 1, u64> abs_b;
         BitField<45, 2, PredOperation> op;
         BitField<45, 2, PredOperation> op;
         BitField<48, 4, PredCondition> cond;
         BitField<48, 4, PredCondition> cond;
+        BitField<52, 1, u64> bf;
         BitField<53, 1, u64> neg_b;
         BitField<53, 1, u64> neg_b;
         BitField<54, 1, u64> abs_a;
         BitField<54, 1, u64> abs_a;
-        BitField<52, 1, u64> bf;
         BitField<55, 1, u64> ftz;
         BitField<55, 1, u64> ftz;
         BitField<56, 1, u64> neg_imm;
         BitField<56, 1, u64> neg_imm;
     } fset;
     } fset;

+ 6 - 1
src/video_core/renderer_opengl/gl_shader_decompiler.cpp

@@ -1066,7 +1066,12 @@ private:
             std::string predicate = "(((" + op_a + ") " + comparator + " (" + op_b + ")) " +
             std::string predicate = "(((" + op_a + ") " + comparator + " (" + op_b + ")) " +
                                     combiner + " (" + second_pred + "))";
                                     combiner + " (" + second_pred + "))";
 
 
-            regs.SetRegisterToFloat(instr.gpr0, 0, predicate + " ? 1.0 : 0.0", 1, 1);
+            if (instr.fset.bf) {
+                regs.SetRegisterToFloat(instr.gpr0, 0, predicate + " ? 1.0 : 0.0", 1, 1);
+            } else {
+                regs.SetRegisterToInteger(instr.gpr0, false, 0, predicate + " ? 0xFFFFFFFF : 0", 1,
+                                          1);
+            }
             break;
             break;
         }
         }
         default: {
         default: {