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@ -139,7 +139,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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}
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}
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const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
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const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
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const SamplerInfo info{TextureType::Texture2D, false, is_depth_compare};
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const SamplerInfo info{TextureType::Texture2D, false, is_depth_compare, false};
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const Sampler& sampler = *GetSampler(instr.sampler, info);
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const Sampler& sampler = *GetSampler(instr.sampler, info);
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Node4 values;
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Node4 values;
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@ -171,13 +171,12 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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const auto coord_count = GetCoordCount(texture_type);
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const auto coord_count = GetCoordCount(texture_type);
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Node index_var{};
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Node index_var{};
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const Sampler* sampler =
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const Sampler* sampler =
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is_bindless ? GetBindlessSampler(base_reg, index_var, {{texture_type, is_array, false}})
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is_bindless
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: GetSampler(instr.sampler, {{texture_type, is_array, false}});
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? GetBindlessSampler(base_reg, index_var, {{texture_type, is_array, false, false}})
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: GetSampler(instr.sampler, {{texture_type, is_array, false, false}});
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Node4 values;
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Node4 values;
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if (sampler == nullptr) {
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if (sampler == nullptr) {
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for (u32 element = 0; element < values.size(); ++element) {
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std::generate(values.begin(), values.end(), [] { return Immediate(0); });
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values[element] = Immediate(0);
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}
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WriteTexInstructionFloat(bb, instr, values);
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WriteTexInstructionFloat(bb, instr, values);
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break;
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break;
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}
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}
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@ -269,7 +268,6 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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"NDV is not implemented");
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"NDV is not implemented");
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auto texture_type = instr.tmml.texture_type.Value();
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auto texture_type = instr.tmml.texture_type.Value();
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const bool is_array = instr.tmml.array != 0;
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Node index_var{};
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Node index_var{};
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const Sampler* sampler =
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const Sampler* sampler =
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is_bindless ? GetBindlessSampler(instr.gpr20, index_var) : GetSampler(instr.sampler);
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is_bindless ? GetBindlessSampler(instr.gpr20, index_var) : GetSampler(instr.sampler);
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@ -593,8 +591,9 @@ Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
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++parameter_register;
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++parameter_register;
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}
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}
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const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement(
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const auto coord_counts = ValidateAndGetCoordinateElement(texture_type, depth_compare, is_array,
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texture_type, depth_compare, is_array, lod_bias_enabled, 4, 5);
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lod_bias_enabled, 4, 5);
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const auto coord_count = std::get<0>(coord_counts);
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// If enabled arrays index is always stored in the gpr8 field
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// If enabled arrays index is always stored in the gpr8 field
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const u64 array_register = instr.gpr8.Value();
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const u64 array_register = instr.gpr8.Value();
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// First coordinate index is the gpr8 or gpr8 + 1 when arrays are used
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// First coordinate index is the gpr8 or gpr8 + 1 when arrays are used
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@ -632,8 +631,10 @@ Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
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const bool lod_bias_enabled =
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const bool lod_bias_enabled =
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(process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ);
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(process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ);
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const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement(
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const auto coord_counts = ValidateAndGetCoordinateElement(texture_type, depth_compare, is_array,
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texture_type, depth_compare, is_array, lod_bias_enabled, 4, 4);
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lod_bias_enabled, 4, 4);
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const auto coord_count = std::get<0>(coord_counts);
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// If enabled arrays index is always stored in the gpr8 field
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// If enabled arrays index is always stored in the gpr8 field
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const u64 array_register = instr.gpr8.Value();
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const u64 array_register = instr.gpr8.Value();
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// First coordinate index is stored in gpr8 field or (gpr8 + 1) when arrays are used
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// First coordinate index is stored in gpr8 field or (gpr8 + 1) when arrays are used
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