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@ -128,8 +128,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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}
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const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
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const auto& sampler =
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GetSampler(instr.sampler, {{TextureType::Texture2D, false, depth_compare}});
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const SamplerInfo info{TextureType::Texture2D, false, depth_compare};
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const auto& sampler = GetSampler(instr.sampler, info);
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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@ -149,7 +149,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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// Sadly, not all texture instructions specify the type of texture their sampler
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// uses. This must be fixed at a later instance.
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const auto& sampler =
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is_bindless ? GetBindlessSampler(instr.gpr8, {}) : GetSampler(instr.sampler, {});
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is_bindless ? GetBindlessSampler(instr.gpr8) : GetSampler(instr.sampler);
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u32 indexer = 0;
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switch (instr.txq.query_type) {
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@ -185,8 +185,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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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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const auto& sampler =
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is_bindless ? GetBindlessSampler(instr.gpr20, {{texture_type, is_array, false}})
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: GetSampler(instr.sampler, {{texture_type, is_array, false}});
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is_bindless ? GetBindlessSampler(instr.gpr20) : GetSampler(instr.sampler);
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std::vector<Node> coords;
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@ -254,67 +253,50 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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return pc;
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}
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ShaderIR::SamplerInfo ShaderIR::GetSamplerInfo(std::optional<SamplerInfo> sampler_info, u32 offset,
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std::optional<u32> buffer) {
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if (sampler_info) {
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return *sampler_info;
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}
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const auto sampler =
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buffer ? locker.ObtainBindlessSampler(*buffer, offset) : locker.ObtainBoundSampler(offset);
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if (!sampler) {
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LOG_WARNING(HW_GPU, "Unknown sampler info");
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return SamplerInfo{TextureType::Texture2D, false, false, false};
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}
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return SamplerInfo{sampler->texture_type, sampler->is_array != 0, sampler->is_shadow != 0,
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sampler->is_buffer != 0};
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}
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const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
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std::optional<SamplerInfo> sampler_info) {
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const auto offset = static_cast<u32>(sampler.index.Value());
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TextureType type;
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bool is_array;
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bool is_shadow;
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if (sampler_info) {
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type = sampler_info->type;
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is_array = sampler_info->is_array;
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is_shadow = sampler_info->is_shadow;
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} else if (const auto sampler = locker.ObtainBoundSampler(offset)) {
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type = sampler->texture_type.Value();
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is_array = sampler->is_array.Value() != 0;
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is_shadow = sampler->is_shadow.Value() != 0;
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} else {
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LOG_WARNING(HW_GPU, "Unknown sampler info");
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type = TextureType::Texture2D;
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is_array = false;
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is_shadow = false;
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}
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const auto info = GetSamplerInfo(sampler_info, offset);
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// If this sampler has already been used, return the existing mapping.
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const auto it =
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std::find_if(used_samplers.begin(), used_samplers.end(),
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[offset](const Sampler& entry) { return entry.GetOffset() == offset; });
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if (it != used_samplers.end()) {
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ASSERT(!it->IsBindless() && it->GetType() == type && it->IsArray() == is_array &&
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it->IsShadow() == is_shadow);
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ASSERT(!it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
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it->IsShadow() == info.is_shadow && it->IsBuffer() == info.is_buffer);
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return *it;
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}
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// Otherwise create a new mapping for this sampler
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const auto next_index = static_cast<u32>(used_samplers.size());
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return used_samplers.emplace_back(Sampler(next_index, offset, type, is_array, is_shadow));
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return used_samplers.emplace_back(next_index, offset, info.type, info.is_array, info.is_shadow,
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info.is_buffer);
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}
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const Sampler& ShaderIR::GetBindlessSampler(const Tegra::Shader::Register& reg,
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const Sampler& ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
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std::optional<SamplerInfo> sampler_info) {
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const Node sampler_register = GetRegister(reg);
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const auto [base_sampler, buffer, offset] =
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TrackCbuf(sampler_register, global_code, static_cast<s64>(global_code.size()));
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ASSERT(base_sampler != nullptr);
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TextureType type;
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bool is_array;
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bool is_shadow;
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if (sampler_info) {
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type = sampler_info->type;
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is_array = sampler_info->is_array;
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is_shadow = sampler_info->is_shadow;
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} else if (const auto sampler = locker.ObtainBindlessSampler(buffer, offset)) {
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type = sampler->texture_type.Value();
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is_array = sampler->is_array.Value() != 0;
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is_shadow = sampler->is_shadow.Value() != 0;
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} else {
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LOG_WARNING(HW_GPU, "Unknown sampler info");
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type = TextureType::Texture2D;
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is_array = false;
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is_shadow = false;
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}
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const auto info = GetSamplerInfo(sampler_info, offset, buffer);
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// If this sampler has already been used, return the existing mapping.
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const auto it =
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@ -323,15 +305,15 @@ const Sampler& ShaderIR::GetBindlessSampler(const Tegra::Shader::Register& reg,
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return entry.GetBuffer() == buffer && entry.GetOffset() == offset;
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});
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if (it != used_samplers.end()) {
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ASSERT(it->IsBindless() && it->GetType() == type && it->IsArray() == is_array &&
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it->IsShadow() == is_shadow);
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ASSERT(it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
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it->IsShadow() == info.is_shadow);
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return *it;
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}
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// Otherwise create a new mapping for this sampler
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const auto next_index = static_cast<u32>(used_samplers.size());
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return used_samplers.emplace_back(
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Sampler(next_index, offset, buffer, type, is_array, is_shadow));
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return used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array,
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info.is_shadow, info.is_buffer);
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}
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void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
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@ -416,17 +398,16 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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(texture_type == TextureType::TextureCube && is_array && is_shadow),
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"This method is not supported.");
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const SamplerInfo info{texture_type, is_array, is_shadow, false};
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const auto& sampler =
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is_bindless ? GetBindlessSampler(*bindless_reg, {{texture_type, is_array, is_shadow}})
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: GetSampler(instr.sampler, {{texture_type, is_array, is_shadow}});
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is_bindless ? GetBindlessSampler(*bindless_reg, info) : GetSampler(instr.sampler, info);
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const bool lod_needed = process_mode == TextureProcessMode::LZ ||
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process_mode == TextureProcessMode::LL ||
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process_mode == TextureProcessMode::LLA;
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// LOD selection (either via bias or explicit textureLod) not
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// supported in GL for sampler2DArrayShadow and
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// samplerCubeArrayShadow.
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// LOD selection (either via bias or explicit textureLod) not supported in GL for
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// sampler2DArrayShadow and samplerCubeArrayShadow.
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const bool gl_lod_supported =
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!((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && is_shadow) ||
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(texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
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@ -436,8 +417,8 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
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Node bias = {};
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Node lod = {};
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Node bias;
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Node lod;
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if (process_mode != TextureProcessMode::None && gl_lod_supported) {
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switch (process_mode) {
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case TextureProcessMode::LZ:
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@ -573,10 +554,9 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
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u64 parameter_register = instr.gpr20.Value();
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const auto& sampler =
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is_bindless
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? GetBindlessSampler(parameter_register++, {{texture_type, is_array, depth_compare}})
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: GetSampler(instr.sampler, {{texture_type, is_array, depth_compare}});
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const SamplerInfo info{texture_type, is_array, depth_compare, false};
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const auto& sampler = is_bindless ? GetBindlessSampler(parameter_register++, info)
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: GetSampler(instr.sampler, info);
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std::vector<Node> aoffi;
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if (is_aoffi) {
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@ -623,7 +603,7 @@ Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) {
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// const Node aoffi_register{is_aoffi ? GetRegister(gpr20_cursor++) : nullptr};
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// const Node multisample{is_multisample ? GetRegister(gpr20_cursor++) : nullptr};
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const auto& sampler = GetSampler(instr.sampler, {{texture_type, is_array, false}});
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const auto& sampler = GetSampler(instr.sampler);
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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@ -659,7 +639,7 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
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// When lod is used always is in gpr20
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const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
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const auto& sampler = GetSampler(instr.sampler, {{texture_type, is_array, false}});
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const auto& sampler = GetSampler(instr.sampler);
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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