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Shader decompiler: Optimize mova with both x and y masked
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1 changed files with 4 additions and 4 deletions
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@ -452,11 +452,11 @@ void ShaderDecompiler::compileInstruction(u32& pc, bool& finished) {
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const bool writeX = getBit<3>(operandDescriptor); // Should we write the x component of the address register?
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const bool writeY = getBit<2>(operandDescriptor);
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if (writeX) {
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if (writeX && writeY) {
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decompiledShader += fmt::format("addr_reg.xy = ivec2({}.xy);\n", src1);
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} else if (writeX) {
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decompiledShader += fmt::format("addr_reg.x = int({}.x);\n", src1);
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}
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if (writeY) {
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} else if (writeY) {
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decompiledShader += fmt::format("addr_reg.y = int({}.y);\n", src1);
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}
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break;
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