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@ -141,7 +141,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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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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GetSampler(instr.sampler, {{TextureType::Texture2D, false, depth_compare}});
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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@ -165,10 +165,7 @@ 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
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? GetBindlessSampler(instr.gpr8, Tegra::Shader::TextureType::Texture2D, false,
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false)
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: GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false, false);
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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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@ -207,9 +204,9 @@ 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 = is_bindless
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? GetBindlessSampler(instr.gpr20, texture_type, is_array, false)
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: GetSampler(instr.sampler, texture_type, is_array, false);
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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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std::vector<Node> coords;
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@ -285,10 +282,30 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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return pc;
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}
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const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, TextureType type,
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bool is_array, bool is_shadow) {
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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<std::size_t>(sampler.index.Value());
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Tegra::Shader::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 {
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auto sampler = locker.ObtainBoundSampler(offset);
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if (sampler) {
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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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type = Tegra::Shader::TextureType::Texture2D;
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is_array = false;
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is_shadow = false;
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}
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}
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// If this sampler has already been used, return the existing mapping.
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const auto itr =
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std::find_if(used_samplers.begin(), used_samplers.end(),
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@ -305,13 +322,32 @@ const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, Textu
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return *used_samplers.emplace(entry).first;
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}
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const Sampler& ShaderIR::GetBindlessSampler(const Tegra::Shader::Register& reg, TextureType type,
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bool is_array, bool is_shadow) {
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const Sampler& ShaderIR::GetBindlessSampler(const 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, cbuf_index, cbuf_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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const auto cbuf_key = (static_cast<u64>(cbuf_index) << 32) | static_cast<u64>(cbuf_offset);
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Tegra::Shader::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 {
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auto sampler = locker.ObtainBindlessSampler(cbuf_index, cbuf_offset);
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if (sampler) {
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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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type = Tegra::Shader::TextureType::Texture2D;
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is_array = false;
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is_shadow = false;
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}
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}
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// If this sampler has already been used, return the existing mapping.
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const auto itr =
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@ -411,9 +447,9 @@ 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 auto& sampler = is_bindless
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? 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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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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const bool lod_needed = process_mode == TextureProcessMode::LZ ||
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process_mode == TextureProcessMode::LL ||
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@ -577,7 +613,7 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
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dc = GetRegister(parameter_register++);
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}
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const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, depth_compare);
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const auto& sampler = GetSampler(instr.sampler, {{texture_type, is_array, depth_compare}});
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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@ -610,7 +646,7 @@ 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, {{texture_type, is_array, false}});
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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@ -646,7 +682,7 @@ 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, {{texture_type, is_array, false}});
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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