Shader_IR: Fix TLD4 and add Bindless Variant.

This commit fixes an issue where not all 4 results of tld4 were being
written, the color component was defaulted to red, among other things.
It also implements the bindless variant.
master
Fernando Sahmkow 2019-10-29 20:48:18 +07:00 committed by FernandoS27
parent 9f93ad08a5
commit 9293c3a0f2
3 changed files with 55 additions and 11 deletions

@ -1237,6 +1237,32 @@ union Instruction {
} }
} tld4; } tld4;
union {
BitField<35, 1, u64> ndv_flag;
BitField<49, 1, u64> nodep_flag;
BitField<50, 1, u64> dc_flag;
BitField<33, 2, u64> info;
BitField<37, 2, u64> component;
bool UsesMiscMode(TextureMiscMode mode) const {
switch (mode) {
case TextureMiscMode::NDV:
return ndv_flag != 0;
case TextureMiscMode::NODEP:
return nodep_flag != 0;
case TextureMiscMode::DC:
return dc_flag != 0;
case TextureMiscMode::AOFFI:
return info == 1;
case TextureMiscMode::PTP:
return info == 2;
default:
break;
}
return false;
}
} tld4_b;
union { union {
BitField<49, 1, u64> nodep_flag; BitField<49, 1, u64> nodep_flag;
BitField<50, 1, u64> dc_flag; BitField<50, 1, u64> dc_flag;
@ -1590,7 +1616,8 @@ public:
TEXS, // Texture Fetch with scalar/non-vec4 source/destinations TEXS, // Texture Fetch with scalar/non-vec4 source/destinations
TLD, // Texture Load TLD, // Texture Load
TLDS, // Texture Load with scalar/non-vec4 source/destinations TLDS, // Texture Load with scalar/non-vec4 source/destinations
TLD4, // Texture Load 4 TLD4, // Texture Gather 4
TLD4_B, // Texture Gather 4 Bindless
TLD4S, // Texture Load 4 with scalar / non - vec4 source / destinations TLD4S, // Texture Load 4 with scalar / non - vec4 source / destinations
TMML_B, // Texture Mip Map Level TMML_B, // Texture Mip Map Level
TMML, // Texture Mip Map Level TMML, // Texture Mip Map Level
@ -1881,6 +1908,7 @@ private:
INST("11011100--11----", Id::TLD, Type::Texture, "TLD"), INST("11011100--11----", Id::TLD, Type::Texture, "TLD"),
INST("1101-01---------", Id::TLDS, Type::Texture, "TLDS"), INST("1101-01---------", Id::TLDS, Type::Texture, "TLDS"),
INST("110010----111---", Id::TLD4, Type::Texture, "TLD4"), INST("110010----111---", Id::TLD4, Type::Texture, "TLD4"),
INST("1101111011111---", Id::TLD4_B, Type::Texture, "TLD4_B"),
INST("1101111100------", Id::TLD4S, Type::Texture, "TLD4S"), INST("1101111100------", Id::TLD4S, Type::Texture, "TLD4S"),
INST("110111110110----", Id::TMML_B, Type::Texture, "TMML_B"), INST("110111110110----", Id::TMML_B, Type::Texture, "TMML_B"),
INST("1101111101011---", Id::TMML, Type::Texture, "TMML"), INST("1101111101011---", Id::TMML, Type::Texture, "TMML"),

@ -96,6 +96,10 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
} }
break; break;
} }
case OpCode::Id::TLD4_B: {
is_bindless = true;
[[fallthrough]];
}
case OpCode::Id::TLD4: { case OpCode::Id::TLD4: {
ASSERT(instr.tld4.array == 0); ASSERT(instr.tld4.array == 0);
UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::NDV), UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::NDV),
@ -108,11 +112,14 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
} }
const auto texture_type = instr.tld4.texture_type.Value(); const auto texture_type = instr.tld4.texture_type.Value();
const bool depth_compare = instr.tld4.UsesMiscMode(TextureMiscMode::DC); const bool depth_compare = is_bindless ? instr.tld4_b.UsesMiscMode(TextureMiscMode::DC)
: instr.tld4.UsesMiscMode(TextureMiscMode::DC);
const bool is_array = instr.tld4.array != 0; const bool is_array = instr.tld4.array != 0;
const bool is_aoffi = instr.tld4.UsesMiscMode(TextureMiscMode::AOFFI); const bool is_aoffi = is_bindless ? instr.tld4_b.UsesMiscMode(TextureMiscMode::AOFFI)
: instr.tld4.UsesMiscMode(TextureMiscMode::AOFFI);
WriteTexInstructionFloat( WriteTexInstructionFloat(
bb, instr, GetTld4Code(instr, texture_type, depth_compare, is_array, is_aoffi)); bb, instr,
GetTld4Code(instr, texture_type, depth_compare, is_array, is_aoffi, is_bindless), true);
break; break;
} }
case OpCode::Id::TLD4S: { case OpCode::Id::TLD4S: {
@ -359,10 +366,11 @@ const Sampler& ShaderIR::GetBindlessSampler(const Tegra::Shader::Register& reg,
return *used_samplers.emplace(entry).first; return *used_samplers.emplace(entry).first;
} }
void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) { void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components,
bool is_tld4) {
u32 dest_elem = 0; u32 dest_elem = 0;
for (u32 elem = 0; elem < 4; ++elem) { for (u32 elem = 0; elem < 4; ++elem) {
if (!instr.tex.IsComponentEnabled(elem)) { if (!is_tld4 && !instr.tex.IsComponentEnabled(elem)) {
// Skip disabled components // Skip disabled components
continue; continue;
} }
@ -583,7 +591,7 @@ Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
} }
Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool depth_compare, Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool depth_compare,
bool is_array, bool is_aoffi) { bool is_array, bool is_aoffi, bool is_bindless) {
const std::size_t coord_count = GetCoordCount(texture_type); const std::size_t coord_count = GetCoordCount(texture_type);
// If enabled arrays index is always stored in the gpr8 field // If enabled arrays index is always stored in the gpr8 field
@ -597,6 +605,12 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
} }
u64 parameter_register = instr.gpr20.Value(); u64 parameter_register = instr.gpr20.Value();
const auto& sampler =
is_bindless
? GetBindlessSampler(parameter_register++, {{texture_type, is_array, depth_compare}})
: GetSampler(instr.sampler, {{texture_type, is_array, depth_compare}});
std::vector<Node> aoffi; std::vector<Node> aoffi;
if (is_aoffi) { if (is_aoffi) {
aoffi = GetAoffiCoordinates(GetRegister(parameter_register++), coord_count, true); aoffi = GetAoffiCoordinates(GetRegister(parameter_register++), coord_count, true);
@ -607,12 +621,14 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
dc = GetRegister(parameter_register++); dc = GetRegister(parameter_register++);
} }
const auto& sampler = GetSampler(instr.sampler, {{texture_type, is_array, depth_compare}}); const Node component = is_bindless ? Immediate(static_cast<u32>(instr.tld4_b.component))
: Immediate(static_cast<u32>(instr.tld4.component));
Node4 values; Node4 values;
for (u32 element = 0; element < values.size(); ++element) { for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords; auto coords_copy = coords;
MetaTexture meta{sampler, GetRegister(array_register), dc, aoffi, {}, {}, {}, element}; MetaTexture meta{sampler, GetRegister(array_register), dc, aoffi, {}, {}, component,
element};
values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy)); values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
} }

@ -326,7 +326,7 @@ private:
Node BitfieldInsert(Node base, Node insert, u32 offset, u32 bits); Node BitfieldInsert(Node base, Node insert, u32 offset, u32 bits);
void WriteTexInstructionFloat(NodeBlock& bb, Tegra::Shader::Instruction instr, void WriteTexInstructionFloat(NodeBlock& bb, Tegra::Shader::Instruction instr,
const Node4& components); const Node4& components, bool is_tld4 = false);
void WriteTexsInstructionFloat(NodeBlock& bb, Tegra::Shader::Instruction instr, void WriteTexsInstructionFloat(NodeBlock& bb, Tegra::Shader::Instruction instr,
const Node4& components, bool ignore_mask = false); const Node4& components, bool ignore_mask = false);
@ -343,7 +343,7 @@ private:
bool is_array); bool is_array);
Node4 GetTld4Code(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type, Node4 GetTld4Code(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
bool depth_compare, bool is_array, bool is_aoffi); bool depth_compare, bool is_array, bool is_aoffi, bool is_bindless);
Node4 GetTldCode(Tegra::Shader::Instruction instr); Node4 GetTldCode(Tegra::Shader::Instruction instr);