gl_shader_decompiler: Move color output to EXIT instruction.

This commit is contained in:
bunnei 2018-04-25 23:10:41 -04:00
parent 3dd3cdeafd
commit 37fa9a15cd

View file

@ -221,14 +221,11 @@ private:
/// Generates code representing a temporary (GPR) register.
std::string GetRegister(const Register& reg, unsigned elem = 0) {
if (reg == Register::ZeroIndex)
if (reg == Register::ZeroIndex) {
return "0";
if (stage == Maxwell3D::Regs::ShaderStage::Fragment && reg < 4) {
// GPRs 0-3 are output color for the fragment shader
return std::string{"color."} + "rgba"[(reg + elem) & 3];
}
return *declr_register.insert("register_" + std::to_string(reg + elem)).first;
return *declr_register.insert("register_" + std::to_string(reg.GetSwizzledIndex(elem)))
.first;
}
/// Generates code representing a uniform (C buffer) register.
@ -628,6 +625,15 @@ private:
case OpCode::Id::EXIT: {
ASSERT_MSG(instr.pred.pred_index == static_cast<u64>(Pred::UnusedIndex),
"Predicated exits not implemented");
// Final color output is currently hardcoded to GPR0-3 for fragment shaders
if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
shader.AddLine("color.r = " + GetRegister(0) + ";");
shader.AddLine("color.g = " + GetRegister(1) + ";");
shader.AddLine("color.b = " + GetRegister(2) + ";");
shader.AddLine("color.a = " + GetRegister(3) + ";");
}
shader.AddLine("return true;");
offset = PROGRAM_END - 1;
break;