rsx/fp: Fix some decompiler bugs

This commit is contained in:
kd-11 2017-03-07 13:40:38 +03:00
parent 1c8cb3b7d3
commit be4bb48476
13 changed files with 174 additions and 126 deletions

View file

@ -155,23 +155,28 @@ namespace
{
case rsx::fog_mode::linear:
OS << " float4 fogc = float4(fog_param1 * In.fogc + (fog_param0 - 1.), fog_param1 * In.fogc + (fog_param0 - 1.), 0., 0.);\n";
return;
break;
case rsx::fog_mode::exponential:
OS << " float4 fogc = float4(11.084 * (fog_param1 * In.fogc + fog_param0 - 1.5), exp(11.084 * (fog_param1 * In.fogc + fog_param0 - 1.5)), 0., 0.);\n";
return;
break;
case rsx::fog_mode::exponential2:
OS << " float4 fogc = float4(4.709 * (fog_param1 * In.fogc + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * In.fogc + fog_param0 - 1.5)), 2.)), 0., 0.);\n";
return;
break;
case rsx::fog_mode::linear_abs:
OS << " float4 fogc = float4(fog_param1 * abs(In.fogc) + (fog_param0 - 1.), fog_param1 * abs(In.fogc) + (fog_param0 - 1.), 0., 0.);\n";
return;
break;
case rsx::fog_mode::exponential_abs:
OS << " float4 fogc = float4(11.084 * (fog_param1 * abs(In.fogc) + fog_param0 - 1.5), exp(11.084 * (fog_param1 * abs(In.fogc) + fog_param0 - 1.5)), 0., 0.);\n";
return;
break;
case rsx::fog_mode::exponential2_abs:
OS << " float4 fogc = float4(4.709 * (fog_param1 * abs(In.fogc) + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * abs(In.fogc) + fog_param0 - 1.5)), 2.)), 0., 0.);\n";
break;
default:
OS << " float4 fogc = float4(0., 0., 0., 0.);\n";
return;
}
OS << " fogc.y = saturate(fogc.y);\n";
}
std::string insert_texture_fetch(const RSXFragmentProgram& prog, int index)
@ -302,13 +307,21 @@ void D3D12FragmentDecompiler::insertMainEnd(std::stringstream & OS)
}
if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT)
{
/**
* Note: Naruto Shippuden : Ultimate Ninja Storm 2 sets CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS in a shader
* but it writes depth in r1.z and not h2.z.
* Maybe there's a different flag for depth ?
*/
// OS << " Out.depth = " << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "r1.z;" : "h2.z;") << std::endl;
OS << " Out.depth = r1.z;\n";
if (m_parr.HasParam(PF_PARAM_NONE, "vec4", "r1"))
{
/**
* Note: Naruto Shippuden : Ultimate Ninja Storm 2 sets CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS in a shader
* but it writes depth in r1.z and not h2.z.
* Maybe there's a different flag for depth ?
*/
// OS << " Out.depth = " << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "r1.z;" : "h2.z;") << std::endl;
OS << " Out.depth = r1.z;\n";
}
else
{
//Input not declared. Leave commented to assist in debugging the shader
OS << " //Out.depth = r1.z;\n";
}
}
// Shaders don't always output colors (for instance if they write to depth only)
if (!first_output_name.empty())