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@ -139,15 +139,15 @@ 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 SamplerInfo info{TextureType::Texture2D, false, is_depth_compare, false};
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const Sampler& sampler = *GetSampler(instr.sampler, info);
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SamplerInfo info;
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info.is_shadow = is_depth_compare;
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const std::optional<Sampler> 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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auto coords_copy = coords;
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MetaTexture meta{sampler, {}, depth_compare, aoffi, {}, {},
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{}, {}, component, element, {}};
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values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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MetaTexture meta{*sampler, {}, depth_compare, aoffi, {}, {},
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{}, {}, component, element, {}};
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values[element] = Operation(OperationCode::TextureGather, meta, coords);
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}
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if (instr.tld4s.fp16_flag) {
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@ -165,18 +165,20 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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"AOFFI is not implemented");
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const bool is_array = instr.txd.is_array != 0;
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u64 base_reg = instr.gpr8.Value();
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const auto derivate_reg = instr.gpr20.Value();
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const auto texture_type = instr.txd.texture_type.Value();
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const auto coord_count = GetCoordCount(texture_type);
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Node index_var{};
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const Sampler* sampler =
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is_bindless
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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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u64 base_reg = instr.gpr8.Value();
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Node index_var;
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SamplerInfo info;
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info.type = texture_type;
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info.is_array = is_array;
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const std::optional<Sampler> sampler = is_bindless
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? GetBindlessSampler(base_reg, info, index_var)
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: GetSampler(instr.sampler, info);
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Node4 values;
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if (sampler == nullptr) {
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std::generate(values.begin(), values.end(), [] { return Immediate(0); });
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if (!sampler) {
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std::generate(values.begin(), values.end(), [this] { return Immediate(0); });
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WriteTexInstructionFloat(bb, instr, values);
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break;
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}
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@ -214,14 +216,12 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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is_bindless = true;
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[[fallthrough]];
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case OpCode::Id::TXQ: {
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// TODO: The new commits on the texture refactor, change the way samplers work.
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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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Node index_var{};
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const Sampler* sampler =
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is_bindless ? GetBindlessSampler(instr.gpr8, index_var) : GetSampler(instr.sampler);
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Node index_var;
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const std::optional<Sampler> sampler = is_bindless
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? GetBindlessSampler(instr.gpr8, {}, index_var)
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: GetSampler(instr.sampler, {});
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if (sampler == nullptr) {
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if (!sampler) {
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u32 indexer = 0;
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for (u32 element = 0; element < 4; ++element) {
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if (!instr.txq.IsComponentEnabled(element)) {
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@ -267,12 +267,17 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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UNIMPLEMENTED_IF_MSG(instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
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"NDV is not implemented");
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auto texture_type = instr.tmml.texture_type.Value();
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Node index_var{};
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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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const auto texture_type = instr.tmml.texture_type.Value();
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const bool is_array = instr.tmml.array != 0;
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SamplerInfo info;
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info.type = texture_type;
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info.is_array = is_array;
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Node index_var;
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const std::optional<Sampler> sampler =
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is_bindless ? GetBindlessSampler(instr.gpr20, info, index_var)
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: GetSampler(instr.sampler, info);
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if (sampler == nullptr) {
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if (!sampler) {
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u32 indexer = 0;
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for (u32 element = 0; element < 2; ++element) {
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if (!instr.tmml.IsComponentEnabled(element)) {
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@ -299,12 +304,11 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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coords.push_back(GetRegister(instr.gpr8.Value() + 1));
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break;
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default:
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UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<u32>(texture_type));
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UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<int>(texture_type));
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// Fallback to interpreting as a 2D texture for now
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coords.push_back(GetRegister(instr.gpr8.Value() + 0));
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coords.push_back(GetRegister(instr.gpr8.Value() + 1));
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texture_type = TextureType::Texture2D;
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}
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u32 indexer = 0;
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for (u32 element = 0; element < 2; ++element) {
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@ -353,98 +357,103 @@ 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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ShaderIR::SamplerInfo ShaderIR::GetSamplerInfo(SamplerInfo 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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if (info.IsComplete()) {
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return info;
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}
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const auto sampler = buffer ? registry.ObtainBindlessSampler(*buffer, offset)
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: registry.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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info.type = info.type.value_or(Tegra::Shader::TextureType::Texture2D);
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info.is_array = info.is_array.value_or(false);
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info.is_shadow = info.is_shadow.value_or(false);
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info.is_buffer = info.is_buffer.value_or(false);
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return info;
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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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info.type = info.type.value_or(sampler->texture_type);
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info.is_array = info.is_array.value_or(sampler->is_array != 0);
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info.is_shadow = info.is_shadow.value_or(sampler->is_shadow != 0);
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info.is_buffer = info.is_buffer.value_or(sampler->is_buffer != 0);
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return info;
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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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std::optional<Sampler> ShaderIR::GetSampler(Tegra::Shader::Sampler sampler,
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SamplerInfo sampler_info) {
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const auto offset = static_cast<u32>(sampler.index.Value());
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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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const auto it = std::find_if(used_samplers.begin(), used_samplers.end(),
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[offset](const Sampler& entry) { return entry.offset == offset; });
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if (it != used_samplers.end()) {
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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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ASSERT(!it->is_bindless && it->type == info.type && it->is_array == info.is_array &&
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it->is_shadow == info.is_shadow && it->is_buffer == 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(next_index, offset, info.type, info.is_array, info.is_shadow,
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info.is_buffer, false);
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return used_samplers.emplace_back(next_index, offset, *info.type, *info.is_array,
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*info.is_shadow, *info.is_buffer, false);
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}
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const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, Node& index_var,
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std::optional<SamplerInfo> sampler_info) {
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std::optional<Sampler> ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, SamplerInfo info,
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Node& index_var) {
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const Node sampler_register = GetRegister(reg);
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const auto [base_node, tracked_sampler_info] =
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TrackBindlessSampler(sampler_register, global_code, static_cast<s64>(global_code.size()));
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ASSERT(base_node != nullptr);
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if (base_node == nullptr) {
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return nullptr;
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return std::nullopt;
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}
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if (const auto bindless_sampler_info =
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std::get_if<BindlessSamplerNode>(&*tracked_sampler_info)) {
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const u32 buffer = bindless_sampler_info->GetIndex();
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const u32 offset = bindless_sampler_info->GetOffset();
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const auto info = GetSamplerInfo(sampler_info, offset, buffer);
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info = GetSamplerInfo(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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std::find_if(used_samplers.begin(), used_samplers.end(),
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[buffer = buffer, offset = offset](const Sampler& entry) {
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return entry.GetBuffer() == buffer && entry.GetOffset() == offset;
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});
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const auto it = std::find_if(used_samplers.begin(), used_samplers.end(),
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[buffer = buffer, offset = offset](const Sampler& entry) {
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return entry.buffer == buffer && entry.offset == offset;
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});
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if (it != used_samplers.end()) {
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ASSERT(it->IsBindless() && it->GetType() == info.type &&
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it->IsArray() == info.is_array && it->IsShadow() == info.is_shadow);
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return &*it;
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ASSERT(it->is_bindless && it->type == info.type && it->is_array == info.is_array &&
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it->is_shadow == 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(next_index, offset, buffer, info.type, info.is_array,
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info.is_shadow, info.is_buffer, false);
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} else if (const auto array_sampler_info =
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std::get_if<ArraySamplerNode>(&*tracked_sampler_info)) {
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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, false);
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}
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if (const auto array_sampler_info = std::get_if<ArraySamplerNode>(&*tracked_sampler_info)) {
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const u32 base_offset = array_sampler_info->GetBaseOffset() / 4;
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index_var = GetCustomVariable(array_sampler_info->GetIndexVar());
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const auto info = GetSamplerInfo(sampler_info, base_offset);
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info = GetSamplerInfo(info, base_offset);
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// If this sampler has already been used, return the existing mapping.
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const auto it = std::find_if(
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used_samplers.begin(), used_samplers.end(),
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[base_offset](const Sampler& entry) { return entry.GetOffset() == base_offset; });
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[base_offset](const Sampler& entry) { return entry.offset == base_offset; });
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if (it != used_samplers.end()) {
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ASSERT(!it->IsBindless() && it->GetType() == info.type &&
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it->IsArray() == info.is_array && it->IsShadow() == info.is_shadow &&
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it->IsBuffer() == info.is_buffer && it->IsIndexed());
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return &*it;
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ASSERT(!it->is_bindless && it->type == info.type && it->is_array == info.is_array &&
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it->is_shadow == info.is_shadow && it->is_buffer == info.is_buffer &&
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it->is_indexed);
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return *it;
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}
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uses_indexed_samplers = true;
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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(next_index, base_offset, info.type, info.is_array,
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info.is_shadow, info.is_buffer, true);
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return used_samplers.emplace_back(next_index, base_offset, *info.type, *info.is_array,
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*info.is_shadow, *info.is_buffer, true);
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}
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return nullptr;
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return std::nullopt;
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}
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void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
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@ -529,10 +538,16 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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ASSERT_MSG(texture_type != TextureType::Texture3D || !is_array || !is_shadow,
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"Illegal texture type");
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const SamplerInfo info{texture_type, is_array, is_shadow, false};
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SamplerInfo info;
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info.type = texture_type;
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info.is_array = is_array;
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info.is_shadow = is_shadow;
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info.is_buffer = false;
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Node index_var;
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const Sampler* sampler = is_bindless ? GetBindlessSampler(*bindless_reg, index_var, info)
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: GetSampler(instr.sampler, info);
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const std::optional<Sampler> sampler = is_bindless
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? GetBindlessSampler(*bindless_reg, info, index_var)
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: GetSampler(instr.sampler, info);
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if (!sampler) {
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return {Immediate(0), Immediate(0), Immediate(0), Immediate(0)};
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}
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@ -683,12 +698,17 @@ 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 SamplerInfo info{texture_type, is_array, depth_compare, false};
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Node index_var{};
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const Sampler* sampler = is_bindless ? GetBindlessSampler(parameter_register++, index_var, info)
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: GetSampler(instr.sampler, info);
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SamplerInfo info;
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info.type = texture_type;
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info.is_array = is_array;
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info.is_shadow = depth_compare;
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Node index_var;
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const std::optional<Sampler> sampler =
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is_bindless ? GetBindlessSampler(parameter_register++, info, index_var)
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: GetSampler(instr.sampler, info);
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Node4 values;
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if (sampler == nullptr) {
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if (!sampler) {
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for (u32 element = 0; element < values.size(); ++element) {
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values[element] = Immediate(0);
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}
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@ -743,12 +763,12 @@ 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);
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const std::optional<Sampler> 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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auto coords_copy = coords;
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MetaTexture meta{sampler, array_register, {}, {}, {}, {}, {}, lod, {}, element, {}};
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MetaTexture meta{*sampler, array_register, {}, {}, {}, {}, {}, lod, {}, element, {}};
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values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy));
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}
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@ -756,7 +776,11 @@ Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) {
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}
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Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is_array) {
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const Sampler& sampler = *GetSampler(instr.sampler);
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SamplerInfo info;
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info.type = texture_type;
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info.is_array = is_array;
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info.is_shadow = false;
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const std::optional<Sampler> sampler = GetSampler(instr.sampler, info);
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const std::size_t type_coord_count = GetCoordCount(texture_type);
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const bool lod_enabled = instr.tlds.GetTextureProcessMode() == TextureProcessMode::LL;
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@ -784,7 +808,7 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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MetaTexture meta{sampler, array, {}, {}, {}, {}, {}, lod, {}, element, {}};
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MetaTexture meta{*sampler, array, {}, {}, {}, {}, {}, lod, {}, element, {}};
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values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy));
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}
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return values;
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