icculus / mojoshader

Use Direct3D shaders with other 3D rendering APIs.
https://icculus.org/mojoshader/
zlib License
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[glsl] mova not implemented #27

Open kg opened 4 years ago

kg commented 4 years ago

In some specific cases, fxc will emit the mova instruction, which moves a float or int value into the a0 address register (which is an integer).

So the source assembly would look like:

dcl_blendindices v6
mova a0.x, v6.x

However, right now the generated GLSL looks like this:

vec4 vs_r1;
ivec4 vs_a0;

// error C7011: implicit cast from "float" to "int"
vs_a0.x = vs_r1.z;

Should be an easy fix, just ensure that we do an explicit cast when handling mova.

flibitijibibo commented 4 years ago

This is where the important stuff starts:

https://github.com/FNA-XNA/MojoShader/blob/upstream/profiles/mojoshader_profile_glsl.c#L258

We also need the shader binary in question.

flibitijibibo commented 4 years ago

Whoops, it’s actually its own function:

https://github.com/FNA-XNA/MojoShader/blob/upstream/profiles/mojoshader_profile_glsl.c#L1670