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@ -1261,7 +1261,15 @@ private: |
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regs.SetRegisterToInteger(dest, true, 0, result, 1, 1); |
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} |
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void WriteTexsInstruction(const Instruction& instr, const std::string& texture) { |
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void WriteTexsInstruction(const Instruction& instr, const std::string& coord, |
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const std::string& texture) { |
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// Add an extra scope and declare the texture coords inside to prevent
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// overwriting them in case they are used as outputs of the texs instruction.
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shader.AddLine('{'); |
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++shader.scope; |
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shader.AddLine(coord); |
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shader.AddLine("vec4 texture_tmp = " + 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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@ -1273,17 +1281,19 @@ private: |
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if (written_components < 2) { |
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// Write the first two swizzle components to gpr0 and gpr0+1
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regs.SetRegisterToFloat(instr.gpr0, component, texture, 1, 4, false, |
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regs.SetRegisterToFloat(instr.gpr0, component, "texture_tmp", 1, 4, false, |
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written_components % 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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regs.SetRegisterToFloat(instr.gpr28, component, texture, 1, 4, false, |
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regs.SetRegisterToFloat(instr.gpr28, component, "texture_tmp", 1, 4, false, |
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written_components % 2); |
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} |
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++written_components; |
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} |
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--shader.scope; |
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shader.AddLine('}'); |
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} |
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static u32 TextureCoordinates(Tegra::Shader::TextureType texture_type) { |
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@ -2505,7 +2515,7 @@ private: |
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array_elem = regs.GetRegisterAsInteger(instr.gpr8); |
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start_index = 1; |
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} |
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auto process_mode = instr.tex.GetTextureProcessMode(); |
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const auto process_mode = instr.tex.GetTextureProcessMode(); |
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u32 start_index_b = 0; |
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std::string lod_value; |
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if (process_mode != Tegra::Shader::TextureProcessMode::LZ && |
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@ -2563,8 +2573,10 @@ private: |
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} |
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case 3: { |
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index); |
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const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 1); |
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const std::string z = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 2); |
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const std::string y = |
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regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 1); |
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const std::string z = |
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regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 2); |
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if (is_array) { |
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depth_compare_extra = depth_compare; |
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coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " + |
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@ -2595,7 +2607,7 @@ private: |
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// Add an extra scope and declare the texture coords inside to prevent
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// overwriting them in case they are used as outputs of the texs instruction.
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shader.AddLine("{"); |
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shader.AddLine('{'); |
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++shader.scope; |
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shader.AddLine(coord); |
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std::string texture; |
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@ -2624,7 +2636,8 @@ private: |
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texture = "texture(" + sampler + ", coords, " + lod_value + ')'; |
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} else { |
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texture = "texture(" + sampler + ", coords, " + depth_value + ')'; |
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LOG_WARNING(HW_GPU, "OpenGL Limitation: can't set bias value along depth compare"); |
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LOG_WARNING(HW_GPU, |
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"OpenGL Limitation: can't set bias value along depth compare"); |
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} |
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break; |
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} |
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@ -2635,7 +2648,8 @@ private: |
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texture = "textureLod(" + sampler + ", coords, " + lod_value + ')'; |
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} else { |
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texture = "texture(" + sampler + ", coords, " + depth_value + ')'; |
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LOG_WARNING(HW_GPU, "OpenGL Limitation: can't set lod value along depth compare"); |
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LOG_WARNING(HW_GPU, |
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"OpenGL Limitation: can't set lod value along depth compare"); |
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} |
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break; |
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} |
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@ -2650,20 +2664,22 @@ private: |
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} |
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} |
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if (!depth_compare) { |
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shader.AddLine("vec4 texture_tmp = " + texture + ';'); |
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std::size_t dest_elem{}; |
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for (std::size_t elem = 0; elem < 4; ++elem) { |
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if (!instr.tex.IsComponentEnabled(elem)) { |
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// Skip disabled components
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continue; |
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} |
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regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem); |
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regs.SetRegisterToFloat(instr.gpr0, elem, "texture_tmp", 1, 4, false, |
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dest_elem); |
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++dest_elem; |
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} |
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} else { |
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regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false); |
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} |
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--shader.scope; |
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shader.AddLine("}"); |
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shader.AddLine('}'); |
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break; |
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} |
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case OpCode::Id::TEXS: { |
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@ -2676,8 +2692,9 @@ private: |
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const bool depth_compare = |
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instr.texs.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC); |
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u32 num_coordinates = TextureCoordinates(texture_type); |
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auto process_mode = instr.texs.GetTextureProcessMode(); |
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const auto process_mode = instr.texs.GetTextureProcessMode(); |
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std::string lod_value; |
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std::string coord; |
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u32 lod_offset = 0; |
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if (process_mode == Tegra::Shader::TextureProcessMode::LL) { |
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if (num_coordinates > 2) { |
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@ -2689,38 +2706,46 @@ private: |
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} |
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} |
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// Scope to avoid variable name overlaps.
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shader.AddLine('{'); |
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++shader.scope; |
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switch (num_coordinates) { |
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case 1: { |
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8); |
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coord = "float coords = " + x + ';'; |
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coord = "float coords = " + regs.GetRegisterAsFloat(instr.gpr8) + ';'; |
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break; |
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} |
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case 2: { |
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if (is_array) { |
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const std::string index = regs.GetRegisterAsInteger(instr.gpr8); |
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |
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const std::string y = regs.GetRegisterAsFloat(instr.gpr20); |
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shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + index + ");"); |
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if (depth_compare) { |
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const std::string index = regs.GetRegisterAsInteger(instr.gpr8); |
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |
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const std::string y = regs.GetRegisterAsFloat(instr.gpr20); |
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const std::string z = regs.GetRegisterAsFloat(instr.gpr20.Value() + 1); |
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coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " + index + |
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");"; |
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} else { |
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const std::string index = regs.GetRegisterAsInteger(instr.gpr8); |
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |
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const std::string y = regs.GetRegisterAsFloat(instr.gpr20); |
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coord = "vec3 coords = vec3(" + x + ", " + y + ", " + index + ");"; |
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} |
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} else { |
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if (lod_offset != 0) { |
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if (depth_compare) { |
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8); |
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const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |
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const std::string z = regs.GetRegisterAsFloat(instr.gpr20.Value() + lod_offset); |
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const std::string y = |
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regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |
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const std::string z = |
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regs.GetRegisterAsFloat(instr.gpr20.Value() + lod_offset); |
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coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");"; |
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} else { |
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|
const std::string x = regs.GetRegisterAsFloat(instr.gpr8); |
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const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |
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|
const std::string y = |
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regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |
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coord = "vec2 coords = vec2(" + x + ", " + y + ");"; |
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|
} |
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|
|
} else { |
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|
|
if (depth_compare) { |
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|
|
const std::string x = regs.GetRegisterAsFloat(instr.gpr8); |
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|
|
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |
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|
|
const std::string y = |
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|
|
regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |
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|
const std::string z = regs.GetRegisterAsFloat(instr.gpr20); |
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|
|
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");"; |
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|
} else { |
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|
@ -2746,7 +2771,7 @@ private: |
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|
|
// Fallback to interpreting as a 2D texture for now
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|
const std::string x = regs.GetRegisterAsFloat(instr.gpr8); |
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|
const std::string y = regs.GetRegisterAsFloat(instr.gpr20); |
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|
shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");"); |
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|
|
coord = "vec2 coords = vec2(" + x + ", " + y + ");"; |
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|
|
texture_type = Tegra::Shader::TextureType::Texture2D; |
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|
|
is_array = false; |
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|
|
} |
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|
@ -2760,8 +2785,7 @@ private: |
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|
|
} |
|
|
|
case Tegra::Shader::TextureProcessMode::LZ: { |
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|
|
if (depth_compare && is_array) { |
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|
|
// Since we got an OpenGL limitation, we set bias very high to enforce mipmap 0
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|
|
texture = "texture(" + sampler + ", coords, 1000.0)"; |
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|
|
texture = "texture(" + sampler + ", coords)"; |
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|
|
} else { |
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|
|
texture = "textureLod(" + sampler + ", coords, 0.0)"; |
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|
|
} |
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|
@ -2778,13 +2802,11 @@ private: |
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|
|
} |
|
|
|
} |
|
|
|
if (!depth_compare) { |
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|
|
WriteTexsInstruction(instr, texture); |
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|
|
WriteTexsInstruction(instr, coord, texture); |
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|
|
} else { |
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|
|
WriteTexsInstruction(instr, "vec4(" + texture + ')'); |
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|
|
WriteTexsInstruction(instr, coord, "vec4(" + texture + ')'); |
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|
|
} |
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|
|
|
|
shader.AddLine('}'); |
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|
|
--shader.scope; |
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|
|
break; |
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|
|
} |
|
|
|
case OpCode::Id::TLDS: { |
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|
@ -2806,11 +2828,12 @@ private: |
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|
|
// Scope to avoid variable name overlaps.
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|
|
shader.AddLine('{'); |
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|
|
++shader.scope; |
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|
|
std::string coords; |
|
|
|
|
|
|
|
switch (texture_type) { |
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|
|
case Tegra::Shader::TextureType::Texture1D: { |
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|
|
const std::string x = regs.GetRegisterAsInteger(instr.gpr8); |
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|
|
shader.AddLine("int coords = " + x + ';'); |
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|
|
coords = "float coords = " + x + ';'; |
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|
|
break; |
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|
|
} |
|
|
|
case Tegra::Shader::TextureType::Texture2D: { |
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|
@ -2818,7 +2841,8 @@ private: |
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|
|
const std::string x = regs.GetRegisterAsInteger(instr.gpr8); |
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|
|
const std::string y = regs.GetRegisterAsInteger(instr.gpr20); |
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|
|
shader.AddLine("ivec2 coords = ivec2(" + x + ", " + y + ");"); |
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|
|
// shader.AddLine("ivec2 coords = ivec2(" + x + ", " + y + ");");
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|
|
coords = "ivec2 coords = ivec2(" + x + ", " + y + ");"; |
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|
|
extra_op_offset = 1; |
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|
|
break; |
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|
|
} |
|
|
|
@ -2846,7 +2870,7 @@ private: |
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|
|
static_cast<u32>(instr.tlds.GetTextureProcessMode())); |
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|
|
} |
|
|
|
} |
|
|
|
WriteTexsInstruction(instr, texture); |
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|
|
WriteTexsInstruction(instr, coords, texture); |
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|
|
|
--shader.scope; |
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|
|
shader.AddLine('}'); |
|
|
|
@ -2905,14 +2929,17 @@ private: |
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|
|
|
|
|
|
const std::string texture = "textureGather(" + sampler + ", coords, " + |
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|
|
std::to_string(instr.tld4.component) + ')'; |
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|
|
|
|
|
|
if (!depth_compare) { |
|
|
|
shader.AddLine("vec4 texture_tmp = " + texture + ';'); |
|
|
|
std::size_t dest_elem{}; |
|
|
|
for (std::size_t elem = 0; elem < 4; ++elem) { |
|
|
|
if (!instr.tex.IsComponentEnabled(elem)) { |
|
|
|
// Skip disabled components
|
|
|
|
continue; |
|
|
|
} |
|
|
|
regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem); |
|
|
|
regs.SetRegisterToFloat(instr.gpr0, elem, "texture_tmp", 1, 4, false, |
|
|
|
dest_elem); |
|
|
|
++dest_elem; |
|
|
|
} |
|
|
|
} else { |
|
|
|
@ -2933,6 +2960,7 @@ private: |
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|
|
// Scope to avoid variable name overlaps.
|
|
|
|
shader.AddLine('{'); |
|
|
|
++shader.scope; |
|
|
|
std::string coords; |
|
|
|
|
|
|
|
const bool depth_compare = |
|
|
|
instr.tld4s.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC); |
|
|
|
@ -2942,20 +2970,19 @@ private: |
|
|
|
const std::string sampler = GetSampler( |
|
|
|
instr.sampler, Tegra::Shader::TextureType::Texture2D, false, depth_compare); |
|
|
|
if (!depth_compare) { |
|
|
|
shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");"); |
|
|
|
coords = "vec2 coords = vec2(" + op_a + ", " + op_b + ");"; |
|
|
|
} else { |
|
|
|
// Note: TLD4S coordinate encoding works just like TEXS's
|
|
|
|
shader.AddLine( |
|
|
|
"float op_y = " + regs.GetRegisterAsFloat(instr.gpr8.Value() + 1) + ';'); |
|
|
|
shader.AddLine("vec3 coords = vec3(" + op_a + ", op_y, " + op_b + ");"); |
|
|
|
const std::string op_y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); |
|
|
|
coords = "vec3 coords = vec3(" + op_a + ", " + op_y + ", " + op_b + ");"; |
|
|
|
} |
|
|
|
const std::string texture = "textureGather(" + sampler + ", coords, " + |
|
|
|
std::to_string(instr.tld4s.component) + ')'; |
|
|
|
|
|
|
|
if (!depth_compare) { |
|
|
|
WriteTexsInstruction(instr, texture); |
|
|
|
WriteTexsInstruction(instr, coords, texture); |
|
|
|
} else { |
|
|
|
WriteTexsInstruction(instr, "vec4(" + texture + ')'); |
|
|
|
WriteTexsInstruction(instr, coords, "vec4(" + texture + ')'); |
|
|
|
} |
|
|
|
|
|
|
|
--shader.scope; |
|
|
|
|