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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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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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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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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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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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type = TextureType::Texture2D; |
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is_array = false; |
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is_shadow = false; |
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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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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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