[DXBC] Fix and cleanup depth-only PS register usage
This commit is contained in:
@@ -833,14 +833,16 @@ void DxbcShaderTranslator::StartTranslation() {
|
||||
if (edram_rov_used_) {
|
||||
// Will be initialized unconditionally.
|
||||
system_temp_rov_params_ = PushSystemTemp();
|
||||
// If the shader doesn't write to oDepth, each component will be written
|
||||
// to if depth/stencil is enabled and the respective sample is covered -
|
||||
// so need to initialize now because the first writes will be conditional.
|
||||
// If the shader writes to oDepth, this is oDepth of the shader, written
|
||||
// by the guest code, so initialize because assumptions can't be made
|
||||
// about the integrity of the guest code.
|
||||
system_temp_rov_depth_stencil_ =
|
||||
PushSystemTemp(writes_depth() ? 0b0001 : 0b1111);
|
||||
if (ROV_IsDepthStencilEarly() || writes_depth()) {
|
||||
// If the shader doesn't write to oDepth, each component will be written
|
||||
// to if depth/stencil is enabled and the respective sample is covered -
|
||||
// so need to initialize now because the first writes will be
|
||||
// conditional. If the shader writes to oDepth, this is oDepth of the
|
||||
// shader, written by the guest code, so initialize because assumptions
|
||||
// can't be made about the integrity of the guest code.
|
||||
system_temp_rov_depth_stencil_ =
|
||||
PushSystemTemp(writes_depth() ? 0b0001 : 0b1111);
|
||||
}
|
||||
}
|
||||
for (uint32_t i = 0; i < 4; ++i) {
|
||||
if (writes_color_target(i)) {
|
||||
@@ -887,15 +889,15 @@ void DxbcShaderTranslator::StartTranslation() {
|
||||
system_temp_loop_count_ = PushSystemTemp(0b1111);
|
||||
system_temp_grad_h_lod_ = PushSystemTemp(0b1111);
|
||||
system_temp_grad_v_ = PushSystemTemp(0b0111);
|
||||
}
|
||||
|
||||
// Zero general-purpose registers to prevent crashes when the game references
|
||||
// them after only initializing them conditionally.
|
||||
for (uint32_t i = IsDxbcPixelShader() ? kInterpolatorCount : 0;
|
||||
i < register_count(); ++i) {
|
||||
DxbcOpMov(
|
||||
uses_register_dynamic_addressing() ? DxbcDest::X(0, i) : DxbcDest::R(i),
|
||||
DxbcSrc::LF(0.0f));
|
||||
// Zero general-purpose registers to prevent crashes when the game
|
||||
// references them after only initializing them conditionally.
|
||||
for (uint32_t i = IsDxbcPixelShader() ? kInterpolatorCount : 0;
|
||||
i < register_count(); ++i) {
|
||||
DxbcOpMov(uses_register_dynamic_addressing() ? DxbcDest::X(0, i)
|
||||
: DxbcDest::R(i),
|
||||
DxbcSrc::LF(0.0f));
|
||||
}
|
||||
}
|
||||
|
||||
// Write stage-specific prologue.
|
||||
@@ -1163,8 +1165,12 @@ void DxbcShaderTranslator::CompleteShaderCode() {
|
||||
}
|
||||
}
|
||||
if (edram_rov_used_) {
|
||||
// Release system_temp_rov_params_ and system_temp_rov_depth_stencil_.
|
||||
PopSystemTemp(2);
|
||||
if (ROV_IsDepthStencilEarly() || writes_depth()) {
|
||||
// Release system_temp_rov_depth_stencil_.
|
||||
PopSystemTemp();
|
||||
}
|
||||
// Release system_temp_rov_params_.
|
||||
PopSystemTemp();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user