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@ -219,8 +219,7 @@ u32 ShaderIR::DecodeMemory(BasicBlock& bb, u32 pc) { |
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if (instr.texs.fp32_flag) { |
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WriteTexsInstructionFloat(bb, instr, texture); |
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} else { |
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UNIMPLEMENTED(); |
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// WriteTexsInstructionHalfFloat(bb, instr, texture);
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WriteTexsInstructionHalfFloat(bb, instr, texture); |
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} |
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break; |
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} |
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@ -416,39 +415,52 @@ 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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void ShaderIR::WriteTexsInstructionFloat(BasicBlock& bb, Tegra::Shader::Instruction instr, |
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Node texture) { |
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void ShaderIR::WriteTexsInstructionFloat(BasicBlock& bb, Instruction instr, Node texture) { |
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// TEXS has two destination registers and a swizzle. The first two elements in the swizzle
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// go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
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MetaComponents meta; |
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std::array<Node, 4> dest; |
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std::size_t written_components = 0; |
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for (u32 component = 0; component < 4; ++component) { |
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if (!instr.texs.IsComponentEnabled(component)) { |
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continue; |
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} |
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meta.components_map[written_components] = static_cast<u32>(component); |
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meta.components_map[meta.count] = component; |
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if (written_components < 2) { |
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if (meta.count < 2) { |
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// Write the first two swizzle components to gpr0 and gpr0+1
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dest[written_components] = GetRegister(instr.gpr0.Value() + written_components % 2); |
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dest[meta.count] = GetRegister(instr.gpr0.Value() + meta.count % 2); |
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} else { |
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ASSERT(instr.texs.HasTwoDestinations()); |
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// Write the rest of the swizzle components to gpr28 and gpr28+1
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dest[written_components] = GetRegister(instr.gpr28.Value() + written_components % 2); |
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dest[meta.count] = GetRegister(instr.gpr28.Value() + meta.count % 2); |
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} |
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++written_components; |
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++meta.count; |
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} |
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std::generate(dest.begin() + written_components, dest.end(), [&]() { return GetRegister(RZ); }); |
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std::generate(dest.begin() + meta.count, dest.end(), [&]() { return GetRegister(RZ); }); |
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bb.push_back(Operation(OperationCode::AssignComposite, meta, texture, dest[0], dest[1], dest[2], |
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dest[3])); |
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} |
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void ShaderIR::WriteTexsInstructionHalfFloat(BasicBlock& bb, Instruction instr, Node texture) { |
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// TEXS.F16 destionation registers are packed in two registers in pairs (just like any half
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// float instruction).
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MetaComponents meta; |
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for (u32 component = 0; component < 4; ++component) { |
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if (!instr.texs.IsComponentEnabled(component)) |
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continue; |
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meta.components_map[meta.count++] = component; |
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} |
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if (meta.count == 0) |
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return; |
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bb.push_back(Operation(OperationCode::AssignCompositeHalf, meta, texture, |
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GetRegister(instr.gpr0), GetRegister(instr.gpr28))); |
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} |
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Node ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type, |
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TextureProcessMode process_mode, bool depth_compare, bool is_array, |
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std::size_t array_offset, std::size_t bias_offset, |
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