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-rw-r--r--src/video_core/shader/decode/texture.cpp31
1 files changed, 18 insertions, 13 deletions
diff --git a/src/video_core/shader/decode/texture.cpp b/src/video_core/shader/decode/texture.cpp
index 38992e19c..ac5dfb8ab 100644
--- a/src/video_core/shader/decode/texture.cpp
+++ b/src/video_core/shader/decode/texture.cpp
@@ -107,41 +107,46 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
break;
}
case OpCode::Id::TLD4S: {
- const bool uses_aoffi = instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI);
- UNIMPLEMENTED_IF_MSG(uses_aoffi, "AOFFI is not implemented");
-
- const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
+ constexpr std::size_t num_coords = 2;
+ const bool is_aoffi = instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI);
+ const bool is_depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
const Node op_a = GetRegister(instr.gpr8);
const Node op_b = GetRegister(instr.gpr20);
// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
std::vector<Node> coords;
- Node dc_reg;
- if (depth_compare) {
+ std::vector<Node> aoffi;
+ Node depth_compare;
+ if (is_depth_compare) {
// Note: TLD4S coordinate encoding works just like TEXS's
const Node op_y = GetRegister(instr.gpr8.Value() + 1);
coords.push_back(op_a);
coords.push_back(op_y);
- dc_reg = uses_aoffi ? GetRegister(instr.gpr20.Value() + 1) : op_b;
+ if (is_aoffi) {
+ aoffi = GetAoffiCoordinates(op_b, num_coords, true);
+ depth_compare = GetRegister(instr.gpr20.Value() + 1);
+ } else {
+ depth_compare = op_b;
+ }
} else {
+ // There's no depth compare
coords.push_back(op_a);
- if (uses_aoffi) {
- const Node op_y = GetRegister(instr.gpr8.Value() + 1);
- coords.push_back(op_y);
+ if (is_aoffi) {
+ coords.push_back(GetRegister(instr.gpr8.Value() + 1));
+ aoffi = GetAoffiCoordinates(op_b, num_coords, true);
} else {
coords.push_back(op_b);
}
- dc_reg = {};
}
const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
- const SamplerInfo info{TextureType::Texture2D, false, depth_compare};
+ const SamplerInfo info{TextureType::Texture2D, false, is_depth_compare};
const Sampler& sampler = *GetSampler(instr.sampler, info);
Node4 values;
for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords;
- MetaTexture meta{sampler, {}, dc_reg, {}, {}, {}, {}, component, element};
+ MetaTexture meta{sampler, {}, depth_compare, aoffi, {}, {}, {}, component, element};
values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
}