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Fix shader FSWZADD instruction (#4069)
* Fix shader FSWZADD instruction * Shader cache version bump
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3 changed files with 6 additions and 3 deletions
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 4067;
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private const uint CodeGenVersion = 4069;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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private const string SharedDataFileName = "shared.data";
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@ -2,6 +2,6 @@ float Helper_SwizzleAdd(float x, float y, int mask)
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{
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{
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vec4 xLut = vec4(1.0, -1.0, 1.0, 0.0);
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vec4 xLut = vec4(1.0, -1.0, 1.0, 0.0);
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vec4 yLut = vec4(1.0, 1.0, -1.0, 1.0);
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vec4 yLut = vec4(1.0, 1.0, -1.0, 1.0);
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int lutIdx = mask >> int($SUBGROUP_INVOCATION$ & 3u) * 2;
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int lutIdx = (mask >> (int($SUBGROUP_INVOCATION$ & 3u) * 2)) & 3;
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return x * xLut[lutIdx] + y * yLut[lutIdx];
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return x * xLut[lutIdx] + y * yLut[lutIdx];
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}
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}
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@ -1449,10 +1449,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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var xLut = context.ConstantComposite(v4float, one, minusOne, one, zero);
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var xLut = context.ConstantComposite(v4float, one, minusOne, one, zero);
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var yLut = context.ConstantComposite(v4float, one, one, minusOne, one);
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var yLut = context.ConstantComposite(v4float, one, one, minusOne, one);
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var three = context.Constant(context.TypeU32(), 3);
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var threadId = context.GetAttribute(AggregateType.U32, AttributeConsts.LaneId, false);
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var threadId = context.GetAttribute(AggregateType.U32, AttributeConsts.LaneId, false);
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var shift = context.BitwiseAnd(context.TypeU32(), threadId, context.Constant(context.TypeU32(), 3));
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var shift = context.BitwiseAnd(context.TypeU32(), threadId, three);
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shift = context.ShiftLeftLogical(context.TypeU32(), shift, context.Constant(context.TypeU32(), 1));
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shift = context.ShiftLeftLogical(context.TypeU32(), shift, context.Constant(context.TypeU32(), 1));
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var lutIdx = context.ShiftRightLogical(context.TypeU32(), mask, shift);
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var lutIdx = context.ShiftRightLogical(context.TypeU32(), mask, shift);
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lutIdx = context.BitwiseAnd(context.TypeU32(), lutIdx, three);
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var xLutValue = context.VectorExtractDynamic(context.TypeFP32(), xLut, lutIdx);
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var xLutValue = context.VectorExtractDynamic(context.TypeFP32(), xLut, lutIdx);
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var yLutValue = context.VectorExtractDynamic(context.TypeFP32(), yLut, lutIdx);
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var yLutValue = context.VectorExtractDynamic(context.TypeFP32(), yLut, lutIdx);
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