shader: Fix TEX mask
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		| @@ -188,6 +188,7 @@ void Impl(TranslatorVisitor& v, u64 insn, bool aoffi, Blod blod, bool lc, | ||||
|         } | ||||
|     }()}; | ||||
|  | ||||
|     IR::Reg dest_reg{tex.dest_reg}; | ||||
|     for (int element = 0; element < 4; ++element) { | ||||
|         if (((tex.mask >> element) & 1) == 0) { | ||||
|             continue; | ||||
| @@ -198,7 +199,8 @@ void Impl(TranslatorVisitor& v, u64 insn, bool aoffi, Blod blod, bool lc, | ||||
|         } else { | ||||
|             value = IR::F32{v.ir.CompositeExtract(sample, element)}; | ||||
|         } | ||||
|         v.F(tex.dest_reg + element, value); | ||||
|         v.F(dest_reg, value); | ||||
|         ++dest_reg; | ||||
|     } | ||||
|     if (tex.sparse_pred != IR::Pred::PT) { | ||||
|         v.ir.SetPred(tex.sparse_pred, v.ir.LogicalNot(v.ir.GetSparseFromOp(sample))); | ||||
|   | ||||
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