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	shader/decode: Split memory and texture instructions decoding
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						commit
						48e6f77c03
					
				@ -73,6 +73,7 @@ set(HASH_FILES
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    "${VIDEO_CORE}/shader/decode/integer_set.cpp"
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    "${VIDEO_CORE}/shader/decode/integer_set_predicate.cpp"
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    "${VIDEO_CORE}/shader/decode/memory.cpp"
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    "${VIDEO_CORE}/shader/decode/texture.cpp"
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    "${VIDEO_CORE}/shader/decode/other.cpp"
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    "${VIDEO_CORE}/shader/decode/predicate_set_predicate.cpp"
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    "${VIDEO_CORE}/shader/decode/predicate_set_register.cpp"
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@ -47,6 +47,7 @@ add_custom_command(OUTPUT scm_rev.cpp
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      "${VIDEO_CORE}/shader/decode/integer_set.cpp"
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      "${VIDEO_CORE}/shader/decode/integer_set_predicate.cpp"
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      "${VIDEO_CORE}/shader/decode/memory.cpp"
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      "${VIDEO_CORE}/shader/decode/texture.cpp"
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      "${VIDEO_CORE}/shader/decode/other.cpp"
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      "${VIDEO_CORE}/shader/decode/predicate_set_predicate.cpp"
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      "${VIDEO_CORE}/shader/decode/predicate_set_register.cpp"
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@ -74,6 +74,7 @@ add_library(video_core STATIC
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    shader/decode/hfma2.cpp
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    shader/decode/conversion.cpp
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    shader/decode/memory.cpp
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    shader/decode/texture.cpp
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    shader/decode/float_set_predicate.cpp
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    shader/decode/integer_set_predicate.cpp
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    shader/decode/half_set_predicate.cpp
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@ -1446,6 +1446,7 @@ public:
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        Flow,
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        Synch,
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        Memory,
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        Texture,
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        FloatSet,
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        FloatSetPredicate,
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        IntegerSet,
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@ -1576,14 +1577,14 @@ private:
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            INST("1110111101010---", Id::ST_L, Type::Memory, "ST_L"),
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            INST("1110111011010---", Id::LDG, Type::Memory, "LDG"),
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            INST("1110111011011---", Id::STG, Type::Memory, "STG"),
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            INST("110000----111---", Id::TEX, Type::Memory, "TEX"),
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            INST("1101111101001---", Id::TXQ, Type::Memory, "TXQ"),
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            INST("1101-00---------", Id::TEXS, Type::Memory, "TEXS"),
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            INST("1101101---------", Id::TLDS, Type::Memory, "TLDS"),
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            INST("110010----111---", Id::TLD4, Type::Memory, "TLD4"),
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            INST("1101111100------", Id::TLD4S, Type::Memory, "TLD4S"),
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            INST("110111110110----", Id::TMML_B, Type::Memory, "TMML_B"),
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            INST("1101111101011---", Id::TMML, Type::Memory, "TMML"),
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            INST("110000----111---", Id::TEX, Type::Texture, "TEX"),
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            INST("1101111101001---", Id::TXQ, Type::Texture, "TXQ"),
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            INST("1101-00---------", Id::TEXS, Type::Texture, "TEXS"),
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            INST("1101101---------", Id::TLDS, Type::Texture, "TLDS"),
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            INST("110010----111---", Id::TLD4, Type::Texture, "TLD4"),
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            INST("1101111100------", Id::TLD4S, Type::Texture, "TLD4S"),
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            INST("110111110110----", Id::TMML_B, Type::Texture, "TMML_B"),
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            INST("1101111101011---", Id::TMML, Type::Texture, "TMML"),
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            INST("111000110000----", Id::EXIT, Type::Trivial, "EXIT"),
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            INST("11100000--------", Id::IPA, Type::Trivial, "IPA"),
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            INST("1111101111100---", Id::OUT_R, Type::Trivial, "OUT_R"),
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@ -165,6 +165,7 @@ u32 ShaderIR::DecodeInstr(NodeBlock& bb, u32 pc) {
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        {OpCode::Type::Hfma2, &ShaderIR::DecodeHfma2},
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        {OpCode::Type::Conversion, &ShaderIR::DecodeConversion},
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        {OpCode::Type::Memory, &ShaderIR::DecodeMemory},
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        {OpCode::Type::Texture, &ShaderIR::DecodeTexture},
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        {OpCode::Type::FloatSetPredicate, &ShaderIR::DecodeFloatSetPredicate},
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        {OpCode::Type::IntegerSetPredicate, &ShaderIR::DecodeIntegerSetPredicate},
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        {OpCode::Type::HalfSetPredicate, &ShaderIR::DecodeHalfSetPredicate},
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@ -17,24 +17,6 @@ using Tegra::Shader::Attribute;
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using Tegra::Shader::Instruction;
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using Tegra::Shader::OpCode;
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using Tegra::Shader::Register;
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using Tegra::Shader::TextureMiscMode;
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using Tegra::Shader::TextureProcessMode;
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using Tegra::Shader::TextureType;
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static std::size_t GetCoordCount(TextureType texture_type) {
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    switch (texture_type) {
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    case TextureType::Texture1D:
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        return 1;
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    case TextureType::Texture2D:
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        return 2;
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    case TextureType::Texture3D:
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    case TextureType::TextureCube:
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        return 3;
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    default:
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        UNIMPLEMENTED_MSG("Unhandled texture type: {}", static_cast<u32>(texture_type));
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        return 0;
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    }
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}
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u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
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    const Instruction instr = {program_code[pc]};
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@ -247,194 +229,6 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
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        }
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        break;
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    }
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    case OpCode::Id::TEX: {
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        UNIMPLEMENTED_IF_MSG(instr.tex.UsesMiscMode(TextureMiscMode::AOFFI),
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                             "AOFFI is not implemented");
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        if (instr.tex.UsesMiscMode(TextureMiscMode::NODEP)) {
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            LOG_WARNING(HW_GPU, "TEX.NODEP implementation is incomplete");
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        }
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        const TextureType texture_type{instr.tex.texture_type};
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        const bool is_array = instr.tex.array != 0;
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        const bool depth_compare = instr.tex.UsesMiscMode(TextureMiscMode::DC);
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        const auto process_mode = instr.tex.GetTextureProcessMode();
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        WriteTexInstructionFloat(
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            bb, instr, GetTexCode(instr, texture_type, process_mode, depth_compare, is_array));
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        break;
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    }
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    case OpCode::Id::TEXS: {
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        const TextureType texture_type{instr.texs.GetTextureType()};
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        const bool is_array{instr.texs.IsArrayTexture()};
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        const bool depth_compare = instr.texs.UsesMiscMode(TextureMiscMode::DC);
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        const auto process_mode = instr.texs.GetTextureProcessMode();
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        if (instr.texs.UsesMiscMode(TextureMiscMode::NODEP)) {
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            LOG_WARNING(HW_GPU, "TEXS.NODEP implementation is incomplete");
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        }
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        const Node4 components =
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            GetTexsCode(instr, texture_type, process_mode, depth_compare, is_array);
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        if (instr.texs.fp32_flag) {
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            WriteTexsInstructionFloat(bb, instr, components);
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        } else {
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            WriteTexsInstructionHalfFloat(bb, instr, components);
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        }
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        break;
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    }
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    case OpCode::Id::TLD4: {
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        ASSERT(instr.tld4.array == 0);
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        UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::AOFFI),
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                             "AOFFI is not implemented");
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        UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::NDV),
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                             "NDV is not implemented");
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        UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::PTP),
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                             "PTP is not implemented");
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        if (instr.tld4.UsesMiscMode(TextureMiscMode::NODEP)) {
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            LOG_WARNING(HW_GPU, "TLD4.NODEP implementation is incomplete");
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        }
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        const auto texture_type = instr.tld4.texture_type.Value();
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        const bool depth_compare = instr.tld4.UsesMiscMode(TextureMiscMode::DC);
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        const bool is_array = instr.tld4.array != 0;
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        WriteTexInstructionFloat(bb, instr,
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                                 GetTld4Code(instr, texture_type, depth_compare, is_array));
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        break;
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    }
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    case OpCode::Id::TLD4S: {
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        UNIMPLEMENTED_IF_MSG(instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI),
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                             "AOFFI is not implemented");
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        if (instr.tld4s.UsesMiscMode(TextureMiscMode::NODEP)) {
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            LOG_WARNING(HW_GPU, "TLD4S.NODEP implementation is incomplete");
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        }
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        const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
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        const Node op_a = GetRegister(instr.gpr8);
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        const Node op_b = GetRegister(instr.gpr20);
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        // TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
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        std::vector<Node> coords;
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        if (depth_compare) {
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            // Note: TLD4S coordinate encoding works just like TEXS's
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            const Node op_y = GetRegister(instr.gpr8.Value() + 1);
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            coords.push_back(op_a);
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            coords.push_back(op_y);
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            coords.push_back(op_b);
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        } else {
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            coords.push_back(op_a);
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            coords.push_back(op_b);
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        }
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        std::vector<Node> extras;
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        extras.push_back(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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        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, {}, {}, extras, element};
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            values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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        }
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        WriteTexsInstructionFloat(bb, instr, values);
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        break;
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    }
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    case OpCode::Id::TXQ: {
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        if (instr.txq.UsesMiscMode(TextureMiscMode::NODEP)) {
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            LOG_WARNING(HW_GPU, "TXQ.NODEP implementation is incomplete");
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        }
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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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        const auto& sampler =
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            GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false, false);
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        u32 indexer = 0;
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        switch (instr.txq.query_type) {
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        case Tegra::Shader::TextureQueryType::Dimension: {
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            for (u32 element = 0; element < 4; ++element) {
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                if (!instr.txq.IsComponentEnabled(element)) {
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                    continue;
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                }
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                MetaTexture meta{sampler, {}, {}, {}, element};
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                const Node value =
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                    Operation(OperationCode::TextureQueryDimensions, meta, GetRegister(instr.gpr8));
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                SetTemporal(bb, indexer++, value);
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            }
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            for (u32 i = 0; i < indexer; ++i) {
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                SetRegister(bb, instr.gpr0.Value() + i, GetTemporal(i));
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            }
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            break;
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        }
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        default:
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            UNIMPLEMENTED_MSG("Unhandled texture query type: {}",
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                              static_cast<u32>(instr.txq.query_type.Value()));
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        }
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        break;
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    }
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    case OpCode::Id::TMML: {
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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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        if (instr.tmml.UsesMiscMode(TextureMiscMode::NODEP)) {
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            LOG_WARNING(HW_GPU, "TMML.NODEP implementation is incomplete");
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        }
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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 = GetSampler(instr.sampler, texture_type, is_array, false);
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        std::vector<Node> coords;
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        // TODO: Add coordinates for different samplers once other texture types are implemented.
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        switch (texture_type) {
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        case TextureType::Texture1D:
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            coords.push_back(GetRegister(instr.gpr8));
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            break;
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        case TextureType::Texture2D:
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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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            break;
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        default:
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            UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<u32>(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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        for (u32 element = 0; element < 2; ++element) {
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            auto params = coords;
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            MetaTexture meta{sampler, {}, {}, {}, element};
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            const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
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            SetTemporal(bb, element, value);
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        }
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        for (u32 element = 0; element < 2; ++element) {
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            SetRegister(bb, instr.gpr0.Value() + element, GetTemporal(element));
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        }
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        break;
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    }
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    case OpCode::Id::TLDS: {
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        const Tegra::Shader::TextureType texture_type{instr.tlds.GetTextureType()};
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        const bool is_array{instr.tlds.IsArrayTexture()};
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        UNIMPLEMENTED_IF_MSG(instr.tlds.UsesMiscMode(TextureMiscMode::AOFFI),
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                             "AOFFI is not implemented");
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        UNIMPLEMENTED_IF_MSG(instr.tlds.UsesMiscMode(TextureMiscMode::MZ), "MZ is not implemented");
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        if (instr.tlds.UsesMiscMode(TextureMiscMode::NODEP)) {
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            LOG_WARNING(HW_GPU, "TLDS.NODEP implementation is incomplete");
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        }
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        WriteTexsInstructionFloat(bb, instr, GetTldsCode(instr, texture_type, is_array));
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        break;
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    }
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    default:
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        UNIMPLEMENTED_MSG("Unhandled memory instruction: {}", opcode->get().GetName());
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    }
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@ -442,291 +236,4 @@ u32 ShaderIR::DecodeMemory(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, TextureType type,
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                                    bool is_array, bool is_shadow) {
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    const auto offset = static_cast<std::size_t>(sampler.index.Value());
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    // If this sampler has already been used, return the existing mapping.
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    const auto itr =
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        std::find_if(used_samplers.begin(), used_samplers.end(),
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                     [&](const Sampler& entry) { return entry.GetOffset() == offset; });
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    if (itr != used_samplers.end()) {
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        ASSERT(itr->GetType() == type && itr->IsArray() == is_array &&
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               itr->IsShadow() == is_shadow);
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        return *itr;
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    }
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    // Otherwise create a new mapping for this sampler
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    const std::size_t next_index = used_samplers.size();
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    const Sampler entry{offset, next_index, type, is_array, is_shadow};
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    return *used_samplers.emplace(entry).first;
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}
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void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
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    u32 dest_elem = 0;
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    for (u32 elem = 0; elem < 4; ++elem) {
 | 
			
		||||
        if (!instr.tex.IsComponentEnabled(elem)) {
 | 
			
		||||
            // Skip disabled components
 | 
			
		||||
            continue;
 | 
			
		||||
        }
 | 
			
		||||
        SetTemporal(bb, dest_elem++, components[elem]);
 | 
			
		||||
    }
 | 
			
		||||
    // After writing values in temporals, move them to the real registers
 | 
			
		||||
    for (u32 i = 0; i < dest_elem; ++i) {
 | 
			
		||||
        SetRegister(bb, instr.gpr0.Value() + i, GetTemporal(i));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ShaderIR::WriteTexsInstructionFloat(NodeBlock& bb, Instruction instr,
 | 
			
		||||
                                         const Node4& components) {
 | 
			
		||||
    // TEXS has two destination registers and a swizzle. The first two elements in the swizzle
 | 
			
		||||
    // go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
 | 
			
		||||
 | 
			
		||||
    u32 dest_elem = 0;
 | 
			
		||||
    for (u32 component = 0; component < 4; ++component) {
 | 
			
		||||
        if (!instr.texs.IsComponentEnabled(component))
 | 
			
		||||
            continue;
 | 
			
		||||
        SetTemporal(bb, dest_elem++, components[component]);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    for (u32 i = 0; i < dest_elem; ++i) {
 | 
			
		||||
        if (i < 2) {
 | 
			
		||||
            // Write the first two swizzle components to gpr0 and gpr0+1
 | 
			
		||||
            SetRegister(bb, instr.gpr0.Value() + i % 2, GetTemporal(i));
 | 
			
		||||
        } else {
 | 
			
		||||
            ASSERT(instr.texs.HasTwoDestinations());
 | 
			
		||||
            // Write the rest of the swizzle components to gpr28 and gpr28+1
 | 
			
		||||
            SetRegister(bb, instr.gpr28.Value() + i % 2, GetTemporal(i));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr,
 | 
			
		||||
                                             const Node4& components) {
 | 
			
		||||
    // TEXS.F16 destionation registers are packed in two registers in pairs (just like any half
 | 
			
		||||
    // float instruction).
 | 
			
		||||
 | 
			
		||||
    Node4 values;
 | 
			
		||||
    u32 dest_elem = 0;
 | 
			
		||||
    for (u32 component = 0; component < 4; ++component) {
 | 
			
		||||
        if (!instr.texs.IsComponentEnabled(component))
 | 
			
		||||
            continue;
 | 
			
		||||
        values[dest_elem++] = components[component];
 | 
			
		||||
    }
 | 
			
		||||
    if (dest_elem == 0)
 | 
			
		||||
        return;
 | 
			
		||||
 | 
			
		||||
    std::generate(values.begin() + dest_elem, values.end(), [&]() { return Immediate(0); });
 | 
			
		||||
 | 
			
		||||
    const Node first_value = Operation(OperationCode::HPack2, values[0], values[1]);
 | 
			
		||||
    if (dest_elem <= 2) {
 | 
			
		||||
        SetRegister(bb, instr.gpr0, first_value);
 | 
			
		||||
        return;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    SetTemporal(bb, 0, first_value);
 | 
			
		||||
    SetTemporal(bb, 1, Operation(OperationCode::HPack2, values[2], values[3]));
 | 
			
		||||
 | 
			
		||||
    SetRegister(bb, instr.gpr0, GetTemporal(0));
 | 
			
		||||
    SetRegister(bb, instr.gpr28, GetTemporal(1));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
 | 
			
		||||
                               TextureProcessMode process_mode, std::vector<Node> coords,
 | 
			
		||||
                               Node array, Node depth_compare, u32 bias_offset) {
 | 
			
		||||
    const bool is_array = array;
 | 
			
		||||
    const bool is_shadow = depth_compare;
 | 
			
		||||
 | 
			
		||||
    UNIMPLEMENTED_IF_MSG((texture_type == TextureType::Texture3D && (is_array || is_shadow)) ||
 | 
			
		||||
                             (texture_type == TextureType::TextureCube && is_array && is_shadow),
 | 
			
		||||
                         "This method is not supported.");
 | 
			
		||||
 | 
			
		||||
    const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, is_shadow);
 | 
			
		||||
 | 
			
		||||
    const bool lod_needed = process_mode == TextureProcessMode::LZ ||
 | 
			
		||||
                            process_mode == TextureProcessMode::LL ||
 | 
			
		||||
                            process_mode == TextureProcessMode::LLA;
 | 
			
		||||
 | 
			
		||||
    // LOD selection (either via bias or explicit textureLod) not supported in GL for
 | 
			
		||||
    // sampler2DArrayShadow and samplerCubeArrayShadow.
 | 
			
		||||
    const bool gl_lod_supported =
 | 
			
		||||
        !((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && is_shadow) ||
 | 
			
		||||
          (texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
 | 
			
		||||
 | 
			
		||||
    const OperationCode read_method =
 | 
			
		||||
        lod_needed && gl_lod_supported ? OperationCode::TextureLod : OperationCode::Texture;
 | 
			
		||||
 | 
			
		||||
    UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
 | 
			
		||||
 | 
			
		||||
    std::vector<Node> extras;
 | 
			
		||||
    if (process_mode != TextureProcessMode::None && gl_lod_supported) {
 | 
			
		||||
        if (process_mode == TextureProcessMode::LZ) {
 | 
			
		||||
            extras.push_back(Immediate(0.0f));
 | 
			
		||||
        } else {
 | 
			
		||||
            // If present, lod or bias are always stored in the register indexed by the gpr20
 | 
			
		||||
            // field with an offset depending on the usage of the other registers
 | 
			
		||||
            extras.push_back(GetRegister(instr.gpr20.Value() + bias_offset));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    Node4 values;
 | 
			
		||||
    for (u32 element = 0; element < values.size(); ++element) {
 | 
			
		||||
        auto copy_coords = coords;
 | 
			
		||||
        MetaTexture meta{sampler, array, depth_compare, extras, element};
 | 
			
		||||
        values[element] = Operation(read_method, meta, std::move(copy_coords));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return values;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
 | 
			
		||||
                           TextureProcessMode process_mode, bool depth_compare, bool is_array) {
 | 
			
		||||
    const bool lod_bias_enabled =
 | 
			
		||||
        (process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ);
 | 
			
		||||
 | 
			
		||||
    const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement(
 | 
			
		||||
        texture_type, depth_compare, is_array, lod_bias_enabled, 4, 5);
 | 
			
		||||
    // If enabled arrays index is always stored in the gpr8 field
 | 
			
		||||
    const u64 array_register = instr.gpr8.Value();
 | 
			
		||||
    // First coordinate index is the gpr8 or gpr8 + 1 when arrays are used
 | 
			
		||||
    const u64 coord_register = array_register + (is_array ? 1 : 0);
 | 
			
		||||
 | 
			
		||||
    std::vector<Node> coords;
 | 
			
		||||
    for (std::size_t i = 0; i < coord_count; ++i) {
 | 
			
		||||
        coords.push_back(GetRegister(coord_register + i));
 | 
			
		||||
    }
 | 
			
		||||
    // 1D.DC in OpenGL the 2nd component is ignored.
 | 
			
		||||
    if (depth_compare && !is_array && texture_type == TextureType::Texture1D) {
 | 
			
		||||
        coords.push_back(Immediate(0.0f));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    const Node array = is_array ? GetRegister(array_register) : nullptr;
 | 
			
		||||
 | 
			
		||||
    Node dc{};
 | 
			
		||||
    if (depth_compare) {
 | 
			
		||||
        // Depth is always stored in the register signaled by gpr20 or in the next register if lod
 | 
			
		||||
        // or bias are used
 | 
			
		||||
        const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
 | 
			
		||||
        dc = GetRegister(depth_register);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, 0);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
 | 
			
		||||
                            TextureProcessMode process_mode, bool depth_compare, bool is_array) {
 | 
			
		||||
    const bool lod_bias_enabled =
 | 
			
		||||
        (process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ);
 | 
			
		||||
 | 
			
		||||
    const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement(
 | 
			
		||||
        texture_type, depth_compare, is_array, lod_bias_enabled, 4, 4);
 | 
			
		||||
    // If enabled arrays index is always stored in the gpr8 field
 | 
			
		||||
    const u64 array_register = instr.gpr8.Value();
 | 
			
		||||
    // First coordinate index is stored in gpr8 field or (gpr8 + 1) when arrays are used
 | 
			
		||||
    const u64 coord_register = array_register + (is_array ? 1 : 0);
 | 
			
		||||
    const u64 last_coord_register =
 | 
			
		||||
        (is_array || !(lod_bias_enabled || depth_compare) || (coord_count > 2))
 | 
			
		||||
            ? static_cast<u64>(instr.gpr20.Value())
 | 
			
		||||
            : coord_register + 1;
 | 
			
		||||
    const u32 bias_offset = coord_count > 2 ? 1 : 0;
 | 
			
		||||
 | 
			
		||||
    std::vector<Node> coords;
 | 
			
		||||
    for (std::size_t i = 0; i < coord_count; ++i) {
 | 
			
		||||
        const bool last = (i == (coord_count - 1)) && (coord_count > 1);
 | 
			
		||||
        coords.push_back(GetRegister(last ? last_coord_register : coord_register + i));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    const Node array = is_array ? GetRegister(array_register) : nullptr;
 | 
			
		||||
 | 
			
		||||
    Node dc{};
 | 
			
		||||
    if (depth_compare) {
 | 
			
		||||
        // Depth is always stored in the register signaled by gpr20 or in the next register if lod
 | 
			
		||||
        // or bias are used
 | 
			
		||||
        const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
 | 
			
		||||
        dc = GetRegister(depth_register);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_offset);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool depth_compare,
 | 
			
		||||
                            bool is_array) {
 | 
			
		||||
    const std::size_t coord_count = GetCoordCount(texture_type);
 | 
			
		||||
    const std::size_t total_coord_count = coord_count + (is_array ? 1 : 0);
 | 
			
		||||
    const std::size_t total_reg_count = total_coord_count + (depth_compare ? 1 : 0);
 | 
			
		||||
 | 
			
		||||
    // If enabled arrays index is always stored in the gpr8 field
 | 
			
		||||
    const u64 array_register = instr.gpr8.Value();
 | 
			
		||||
    // First coordinate index is the gpr8 or gpr8 + 1 when arrays are used
 | 
			
		||||
    const u64 coord_register = array_register + (is_array ? 1 : 0);
 | 
			
		||||
 | 
			
		||||
    std::vector<Node> coords;
 | 
			
		||||
    for (size_t i = 0; i < coord_count; ++i)
 | 
			
		||||
        coords.push_back(GetRegister(coord_register + i));
 | 
			
		||||
 | 
			
		||||
    const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, depth_compare);
 | 
			
		||||
 | 
			
		||||
    Node4 values;
 | 
			
		||||
    for (u32 element = 0; element < values.size(); ++element) {
 | 
			
		||||
        auto coords_copy = coords;
 | 
			
		||||
        MetaTexture meta{sampler, GetRegister(array_register), {}, {}, element};
 | 
			
		||||
        values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return values;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is_array) {
 | 
			
		||||
    const std::size_t type_coord_count = GetCoordCount(texture_type);
 | 
			
		||||
    const bool lod_enabled = instr.tlds.GetTextureProcessMode() == TextureProcessMode::LL;
 | 
			
		||||
 | 
			
		||||
    // If enabled arrays index is always stored in the gpr8 field
 | 
			
		||||
    const u64 array_register = instr.gpr8.Value();
 | 
			
		||||
    // if is array gpr20 is used
 | 
			
		||||
    const u64 coord_register = is_array ? instr.gpr20.Value() : instr.gpr8.Value();
 | 
			
		||||
 | 
			
		||||
    const u64 last_coord_register =
 | 
			
		||||
        ((type_coord_count > 2) || (type_coord_count == 2 && !lod_enabled)) && !is_array
 | 
			
		||||
            ? static_cast<u64>(instr.gpr20.Value())
 | 
			
		||||
            : coord_register + 1;
 | 
			
		||||
 | 
			
		||||
    std::vector<Node> coords;
 | 
			
		||||
    for (std::size_t i = 0; i < type_coord_count; ++i) {
 | 
			
		||||
        const bool last = (i == (type_coord_count - 1)) && (type_coord_count > 1);
 | 
			
		||||
        coords.push_back(GetRegister(last ? last_coord_register : coord_register + i));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    const Node array = is_array ? GetRegister(array_register) : nullptr;
 | 
			
		||||
    // When lod is used always is in gpr20
 | 
			
		||||
    const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
 | 
			
		||||
 | 
			
		||||
    const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, false);
 | 
			
		||||
 | 
			
		||||
    Node4 values;
 | 
			
		||||
    for (u32 element = 0; element < values.size(); ++element) {
 | 
			
		||||
        auto coords_copy = coords;
 | 
			
		||||
        MetaTexture meta{sampler, array, {}, {lod}, element};
 | 
			
		||||
        values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy));
 | 
			
		||||
    }
 | 
			
		||||
    return values;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
std::tuple<std::size_t, std::size_t> ShaderIR::ValidateAndGetCoordinateElement(
 | 
			
		||||
    TextureType texture_type, bool depth_compare, bool is_array, bool lod_bias_enabled,
 | 
			
		||||
    std::size_t max_coords, std::size_t max_inputs) {
 | 
			
		||||
    const std::size_t coord_count = GetCoordCount(texture_type);
 | 
			
		||||
 | 
			
		||||
    std::size_t total_coord_count = coord_count + (is_array ? 1 : 0) + (depth_compare ? 1 : 0);
 | 
			
		||||
    const std::size_t total_reg_count = total_coord_count + (lod_bias_enabled ? 1 : 0);
 | 
			
		||||
    if (total_coord_count > max_coords || total_reg_count > max_inputs) {
 | 
			
		||||
        UNIMPLEMENTED_MSG("Unsupported Texture operation");
 | 
			
		||||
        total_coord_count = std::min(total_coord_count, max_coords);
 | 
			
		||||
    }
 | 
			
		||||
    // 1D.DC OpenGL is using a vec3 but 2nd component is ignored later.
 | 
			
		||||
    total_coord_count +=
 | 
			
		||||
        (depth_compare && !is_array && texture_type == TextureType::Texture1D) ? 1 : 0;
 | 
			
		||||
 | 
			
		||||
    return {coord_count, total_coord_count};
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
} // namespace VideoCommon::Shader
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										525
									
								
								src/video_core/shader/decode/texture.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										525
									
								
								src/video_core/shader/decode/texture.cpp
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,525 @@
 | 
			
		||||
// Copyright 2019 yuzu Emulator Project
 | 
			
		||||
// Licensed under GPLv2 or any later version
 | 
			
		||||
// Refer to the license.txt file included.
 | 
			
		||||
 | 
			
		||||
#include <algorithm>
 | 
			
		||||
#include <vector>
 | 
			
		||||
#include <fmt/format.h>
 | 
			
		||||
 | 
			
		||||
#include "common/assert.h"
 | 
			
		||||
#include "common/common_types.h"
 | 
			
		||||
#include "video_core/engines/shader_bytecode.h"
 | 
			
		||||
#include "video_core/shader/shader_ir.h"
 | 
			
		||||
 | 
			
		||||
namespace VideoCommon::Shader {
 | 
			
		||||
 | 
			
		||||
using Tegra::Shader::Instruction;
 | 
			
		||||
using Tegra::Shader::OpCode;
 | 
			
		||||
using Tegra::Shader::Register;
 | 
			
		||||
using Tegra::Shader::TextureMiscMode;
 | 
			
		||||
using Tegra::Shader::TextureProcessMode;
 | 
			
		||||
using Tegra::Shader::TextureType;
 | 
			
		||||
 | 
			
		||||
static std::size_t GetCoordCount(TextureType texture_type) {
 | 
			
		||||
    switch (texture_type) {
 | 
			
		||||
    case TextureType::Texture1D:
 | 
			
		||||
        return 1;
 | 
			
		||||
    case TextureType::Texture2D:
 | 
			
		||||
        return 2;
 | 
			
		||||
    case TextureType::Texture3D:
 | 
			
		||||
    case TextureType::TextureCube:
 | 
			
		||||
        return 3;
 | 
			
		||||
    default:
 | 
			
		||||
        UNIMPLEMENTED_MSG("Unhandled texture type: {}", static_cast<u32>(texture_type));
 | 
			
		||||
        return 0;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
 | 
			
		||||
    const Instruction instr = {program_code[pc]};
 | 
			
		||||
    const auto opcode = OpCode::Decode(instr);
 | 
			
		||||
 | 
			
		||||
    switch (opcode->get().GetId()) {
 | 
			
		||||
    case OpCode::Id::TEX: {
 | 
			
		||||
        UNIMPLEMENTED_IF_MSG(instr.tex.UsesMiscMode(TextureMiscMode::AOFFI),
 | 
			
		||||
                             "AOFFI is not implemented");
 | 
			
		||||
 | 
			
		||||
        if (instr.tex.UsesMiscMode(TextureMiscMode::NODEP)) {
 | 
			
		||||
            LOG_WARNING(HW_GPU, "TEX.NODEP implementation is incomplete");
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        const TextureType texture_type{instr.tex.texture_type};
 | 
			
		||||
        const bool is_array = instr.tex.array != 0;
 | 
			
		||||
        const bool depth_compare = instr.tex.UsesMiscMode(TextureMiscMode::DC);
 | 
			
		||||
        const auto process_mode = instr.tex.GetTextureProcessMode();
 | 
			
		||||
        WriteTexInstructionFloat(
 | 
			
		||||
            bb, instr, GetTexCode(instr, texture_type, process_mode, depth_compare, is_array));
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
    case OpCode::Id::TEXS: {
 | 
			
		||||
        const TextureType texture_type{instr.texs.GetTextureType()};
 | 
			
		||||
        const bool is_array{instr.texs.IsArrayTexture()};
 | 
			
		||||
        const bool depth_compare = instr.texs.UsesMiscMode(TextureMiscMode::DC);
 | 
			
		||||
        const auto process_mode = instr.texs.GetTextureProcessMode();
 | 
			
		||||
 | 
			
		||||
        if (instr.texs.UsesMiscMode(TextureMiscMode::NODEP)) {
 | 
			
		||||
            LOG_WARNING(HW_GPU, "TEXS.NODEP implementation is incomplete");
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        const Node4 components =
 | 
			
		||||
            GetTexsCode(instr, texture_type, process_mode, depth_compare, is_array);
 | 
			
		||||
 | 
			
		||||
        if (instr.texs.fp32_flag) {
 | 
			
		||||
            WriteTexsInstructionFloat(bb, instr, components);
 | 
			
		||||
        } else {
 | 
			
		||||
            WriteTexsInstructionHalfFloat(bb, instr, components);
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
    case OpCode::Id::TLD4: {
 | 
			
		||||
        ASSERT(instr.tld4.array == 0);
 | 
			
		||||
        UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::AOFFI),
 | 
			
		||||
                             "AOFFI is not implemented");
 | 
			
		||||
        UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::NDV),
 | 
			
		||||
                             "NDV is not implemented");
 | 
			
		||||
        UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::PTP),
 | 
			
		||||
                             "PTP is not implemented");
 | 
			
		||||
 | 
			
		||||
        if (instr.tld4.UsesMiscMode(TextureMiscMode::NODEP)) {
 | 
			
		||||
            LOG_WARNING(HW_GPU, "TLD4.NODEP implementation is incomplete");
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        const auto texture_type = instr.tld4.texture_type.Value();
 | 
			
		||||
        const bool depth_compare = instr.tld4.UsesMiscMode(TextureMiscMode::DC);
 | 
			
		||||
        const bool is_array = instr.tld4.array != 0;
 | 
			
		||||
        WriteTexInstructionFloat(bb, instr,
 | 
			
		||||
                                 GetTld4Code(instr, texture_type, depth_compare, is_array));
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
    case OpCode::Id::TLD4S: {
 | 
			
		||||
        UNIMPLEMENTED_IF_MSG(instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI),
 | 
			
		||||
                             "AOFFI is not implemented");
 | 
			
		||||
        if (instr.tld4s.UsesMiscMode(TextureMiscMode::NODEP)) {
 | 
			
		||||
            LOG_WARNING(HW_GPU, "TLD4S.NODEP implementation is incomplete");
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
 | 
			
		||||
        const Node op_a = GetRegister(instr.gpr8);
 | 
			
		||||
        const Node op_b = GetRegister(instr.gpr20);
 | 
			
		||||
 | 
			
		||||
        // TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
 | 
			
		||||
        std::vector<Node> coords;
 | 
			
		||||
        if (depth_compare) {
 | 
			
		||||
            // Note: TLD4S coordinate encoding works just like TEXS's
 | 
			
		||||
            const Node op_y = GetRegister(instr.gpr8.Value() + 1);
 | 
			
		||||
            coords.push_back(op_a);
 | 
			
		||||
            coords.push_back(op_y);
 | 
			
		||||
            coords.push_back(op_b);
 | 
			
		||||
        } else {
 | 
			
		||||
            coords.push_back(op_a);
 | 
			
		||||
            coords.push_back(op_b);
 | 
			
		||||
        }
 | 
			
		||||
        std::vector<Node> extras;
 | 
			
		||||
        extras.push_back(Immediate(static_cast<u32>(instr.tld4s.component)));
 | 
			
		||||
 | 
			
		||||
        const auto& sampler =
 | 
			
		||||
            GetSampler(instr.sampler, TextureType::Texture2D, false, depth_compare);
 | 
			
		||||
 | 
			
		||||
        Node4 values;
 | 
			
		||||
        for (u32 element = 0; element < values.size(); ++element) {
 | 
			
		||||
            auto coords_copy = coords;
 | 
			
		||||
            MetaTexture meta{sampler, {}, {}, extras, element};
 | 
			
		||||
            values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        WriteTexsInstructionFloat(bb, instr, values);
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
    case OpCode::Id::TXQ: {
 | 
			
		||||
        if (instr.txq.UsesMiscMode(TextureMiscMode::NODEP)) {
 | 
			
		||||
            LOG_WARNING(HW_GPU, "TXQ.NODEP implementation is incomplete");
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // TODO: The new commits on the texture refactor, change the way samplers work.
 | 
			
		||||
        // Sadly, not all texture instructions specify the type of texture their sampler
 | 
			
		||||
        // uses. This must be fixed at a later instance.
 | 
			
		||||
        const auto& sampler =
 | 
			
		||||
            GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false, false);
 | 
			
		||||
 | 
			
		||||
        u32 indexer = 0;
 | 
			
		||||
        switch (instr.txq.query_type) {
 | 
			
		||||
        case Tegra::Shader::TextureQueryType::Dimension: {
 | 
			
		||||
            for (u32 element = 0; element < 4; ++element) {
 | 
			
		||||
                if (!instr.txq.IsComponentEnabled(element)) {
 | 
			
		||||
                    continue;
 | 
			
		||||
                }
 | 
			
		||||
                MetaTexture meta{sampler, {}, {}, {}, element};
 | 
			
		||||
                const Node value =
 | 
			
		||||
                    Operation(OperationCode::TextureQueryDimensions, meta, GetRegister(instr.gpr8));
 | 
			
		||||
                SetTemporal(bb, indexer++, value);
 | 
			
		||||
            }
 | 
			
		||||
            for (u32 i = 0; i < indexer; ++i) {
 | 
			
		||||
                SetRegister(bb, instr.gpr0.Value() + i, GetTemporal(i));
 | 
			
		||||
            }
 | 
			
		||||
            break;
 | 
			
		||||
        }
 | 
			
		||||
        default:
 | 
			
		||||
            UNIMPLEMENTED_MSG("Unhandled texture query type: {}",
 | 
			
		||||
                              static_cast<u32>(instr.txq.query_type.Value()));
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
    case OpCode::Id::TMML: {
 | 
			
		||||
        UNIMPLEMENTED_IF_MSG(instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
 | 
			
		||||
                             "NDV is not implemented");
 | 
			
		||||
 | 
			
		||||
        if (instr.tmml.UsesMiscMode(TextureMiscMode::NODEP)) {
 | 
			
		||||
            LOG_WARNING(HW_GPU, "TMML.NODEP implementation is incomplete");
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        auto texture_type = instr.tmml.texture_type.Value();
 | 
			
		||||
        const bool is_array = instr.tmml.array != 0;
 | 
			
		||||
        const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, false);
 | 
			
		||||
 | 
			
		||||
        std::vector<Node> coords;
 | 
			
		||||
 | 
			
		||||
        // TODO: Add coordinates for different samplers once other texture types are implemented.
 | 
			
		||||
        switch (texture_type) {
 | 
			
		||||
        case TextureType::Texture1D:
 | 
			
		||||
            coords.push_back(GetRegister(instr.gpr8));
 | 
			
		||||
            break;
 | 
			
		||||
        case TextureType::Texture2D:
 | 
			
		||||
            coords.push_back(GetRegister(instr.gpr8.Value() + 0));
 | 
			
		||||
            coords.push_back(GetRegister(instr.gpr8.Value() + 1));
 | 
			
		||||
            break;
 | 
			
		||||
        default:
 | 
			
		||||
            UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<u32>(texture_type));
 | 
			
		||||
 | 
			
		||||
            // Fallback to interpreting as a 2D texture for now
 | 
			
		||||
            coords.push_back(GetRegister(instr.gpr8.Value() + 0));
 | 
			
		||||
            coords.push_back(GetRegister(instr.gpr8.Value() + 1));
 | 
			
		||||
            texture_type = TextureType::Texture2D;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        for (u32 element = 0; element < 2; ++element) {
 | 
			
		||||
            auto params = coords;
 | 
			
		||||
            MetaTexture meta{sampler, {}, {}, {}, element};
 | 
			
		||||
            const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
 | 
			
		||||
            SetTemporal(bb, element, value);
 | 
			
		||||
        }
 | 
			
		||||
        for (u32 element = 0; element < 2; ++element) {
 | 
			
		||||
            SetRegister(bb, instr.gpr0.Value() + element, GetTemporal(element));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
    case OpCode::Id::TLDS: {
 | 
			
		||||
        const Tegra::Shader::TextureType texture_type{instr.tlds.GetTextureType()};
 | 
			
		||||
        const bool is_array{instr.tlds.IsArrayTexture()};
 | 
			
		||||
 | 
			
		||||
        UNIMPLEMENTED_IF_MSG(instr.tlds.UsesMiscMode(TextureMiscMode::AOFFI),
 | 
			
		||||
                             "AOFFI is not implemented");
 | 
			
		||||
        UNIMPLEMENTED_IF_MSG(instr.tlds.UsesMiscMode(TextureMiscMode::MZ), "MZ is not implemented");
 | 
			
		||||
 | 
			
		||||
        if (instr.tlds.UsesMiscMode(TextureMiscMode::NODEP)) {
 | 
			
		||||
            LOG_WARNING(HW_GPU, "TLDS.NODEP implementation is incomplete");
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        WriteTexsInstructionFloat(bb, instr, GetTldsCode(instr, texture_type, is_array));
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
    default:
 | 
			
		||||
        UNIMPLEMENTED_MSG("Unhandled memory instruction: {}", opcode->get().GetName());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return pc;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, TextureType type,
 | 
			
		||||
                                    bool is_array, bool is_shadow) {
 | 
			
		||||
    const auto offset = static_cast<std::size_t>(sampler.index.Value());
 | 
			
		||||
 | 
			
		||||
    // If this sampler has already been used, return the existing mapping.
 | 
			
		||||
    const auto itr =
 | 
			
		||||
        std::find_if(used_samplers.begin(), used_samplers.end(),
 | 
			
		||||
                     [&](const Sampler& entry) { return entry.GetOffset() == offset; });
 | 
			
		||||
    if (itr != used_samplers.end()) {
 | 
			
		||||
        ASSERT(itr->GetType() == type && itr->IsArray() == is_array &&
 | 
			
		||||
               itr->IsShadow() == is_shadow);
 | 
			
		||||
        return *itr;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Otherwise create a new mapping for this sampler
 | 
			
		||||
    const std::size_t next_index = used_samplers.size();
 | 
			
		||||
    const Sampler entry{offset, next_index, type, is_array, is_shadow};
 | 
			
		||||
    return *used_samplers.emplace(entry).first;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
 | 
			
		||||
    u32 dest_elem = 0;
 | 
			
		||||
    for (u32 elem = 0; elem < 4; ++elem) {
 | 
			
		||||
        if (!instr.tex.IsComponentEnabled(elem)) {
 | 
			
		||||
            // Skip disabled components
 | 
			
		||||
            continue;
 | 
			
		||||
        }
 | 
			
		||||
        SetTemporal(bb, dest_elem++, components[elem]);
 | 
			
		||||
    }
 | 
			
		||||
    // After writing values in temporals, move them to the real registers
 | 
			
		||||
    for (u32 i = 0; i < dest_elem; ++i) {
 | 
			
		||||
        SetRegister(bb, instr.gpr0.Value() + i, GetTemporal(i));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ShaderIR::WriteTexsInstructionFloat(NodeBlock& bb, Instruction instr,
 | 
			
		||||
                                         const Node4& components) {
 | 
			
		||||
    // TEXS has two destination registers and a swizzle. The first two elements in the swizzle
 | 
			
		||||
    // go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
 | 
			
		||||
 | 
			
		||||
    u32 dest_elem = 0;
 | 
			
		||||
    for (u32 component = 0; component < 4; ++component) {
 | 
			
		||||
        if (!instr.texs.IsComponentEnabled(component))
 | 
			
		||||
            continue;
 | 
			
		||||
        SetTemporal(bb, dest_elem++, components[component]);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    for (u32 i = 0; i < dest_elem; ++i) {
 | 
			
		||||
        if (i < 2) {
 | 
			
		||||
            // Write the first two swizzle components to gpr0 and gpr0+1
 | 
			
		||||
            SetRegister(bb, instr.gpr0.Value() + i % 2, GetTemporal(i));
 | 
			
		||||
        } else {
 | 
			
		||||
            ASSERT(instr.texs.HasTwoDestinations());
 | 
			
		||||
            // Write the rest of the swizzle components to gpr28 and gpr28+1
 | 
			
		||||
            SetRegister(bb, instr.gpr28.Value() + i % 2, GetTemporal(i));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr,
 | 
			
		||||
                                             const Node4& components) {
 | 
			
		||||
    // TEXS.F16 destionation registers are packed in two registers in pairs (just like any half
 | 
			
		||||
    // float instruction).
 | 
			
		||||
 | 
			
		||||
    Node4 values;
 | 
			
		||||
    u32 dest_elem = 0;
 | 
			
		||||
    for (u32 component = 0; component < 4; ++component) {
 | 
			
		||||
        if (!instr.texs.IsComponentEnabled(component))
 | 
			
		||||
            continue;
 | 
			
		||||
        values[dest_elem++] = components[component];
 | 
			
		||||
    }
 | 
			
		||||
    if (dest_elem == 0)
 | 
			
		||||
        return;
 | 
			
		||||
 | 
			
		||||
    std::generate(values.begin() + dest_elem, values.end(), [&]() { return Immediate(0); });
 | 
			
		||||
 | 
			
		||||
    const Node first_value = Operation(OperationCode::HPack2, values[0], values[1]);
 | 
			
		||||
    if (dest_elem <= 2) {
 | 
			
		||||
        SetRegister(bb, instr.gpr0, first_value);
 | 
			
		||||
        return;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    SetTemporal(bb, 0, first_value);
 | 
			
		||||
    SetTemporal(bb, 1, Operation(OperationCode::HPack2, values[2], values[3]));
 | 
			
		||||
 | 
			
		||||
    SetRegister(bb, instr.gpr0, GetTemporal(0));
 | 
			
		||||
    SetRegister(bb, instr.gpr28, GetTemporal(1));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
 | 
			
		||||
                               TextureProcessMode process_mode, std::vector<Node> coords,
 | 
			
		||||
                               Node array, Node depth_compare, u32 bias_offset) {
 | 
			
		||||
    const bool is_array = array;
 | 
			
		||||
    const bool is_shadow = depth_compare;
 | 
			
		||||
 | 
			
		||||
    UNIMPLEMENTED_IF_MSG((texture_type == TextureType::Texture3D && (is_array || is_shadow)) ||
 | 
			
		||||
                             (texture_type == TextureType::TextureCube && is_array && is_shadow),
 | 
			
		||||
                         "This method is not supported.");
 | 
			
		||||
 | 
			
		||||
    const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, is_shadow);
 | 
			
		||||
 | 
			
		||||
    const bool lod_needed = process_mode == TextureProcessMode::LZ ||
 | 
			
		||||
                            process_mode == TextureProcessMode::LL ||
 | 
			
		||||
                            process_mode == TextureProcessMode::LLA;
 | 
			
		||||
 | 
			
		||||
    // LOD selection (either via bias or explicit textureLod) not supported in GL for
 | 
			
		||||
    // sampler2DArrayShadow and samplerCubeArrayShadow.
 | 
			
		||||
    const bool gl_lod_supported =
 | 
			
		||||
        !((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && is_shadow) ||
 | 
			
		||||
          (texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
 | 
			
		||||
 | 
			
		||||
    const OperationCode read_method =
 | 
			
		||||
        lod_needed && gl_lod_supported ? OperationCode::TextureLod : OperationCode::Texture;
 | 
			
		||||
 | 
			
		||||
    UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
 | 
			
		||||
 | 
			
		||||
    std::vector<Node> extras;
 | 
			
		||||
    if (process_mode != TextureProcessMode::None && gl_lod_supported) {
 | 
			
		||||
        if (process_mode == TextureProcessMode::LZ) {
 | 
			
		||||
            extras.push_back(Immediate(0.0f));
 | 
			
		||||
        } else {
 | 
			
		||||
            // If present, lod or bias are always stored in the register indexed by the gpr20
 | 
			
		||||
            // field with an offset depending on the usage of the other registers
 | 
			
		||||
            extras.push_back(GetRegister(instr.gpr20.Value() + bias_offset));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    Node4 values;
 | 
			
		||||
    for (u32 element = 0; element < values.size(); ++element) {
 | 
			
		||||
        auto copy_coords = coords;
 | 
			
		||||
        MetaTexture meta{sampler, array, depth_compare, extras, element};
 | 
			
		||||
        values[element] = Operation(read_method, meta, std::move(copy_coords));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return values;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
 | 
			
		||||
                           TextureProcessMode process_mode, bool depth_compare, bool is_array) {
 | 
			
		||||
    const bool lod_bias_enabled =
 | 
			
		||||
        (process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ);
 | 
			
		||||
 | 
			
		||||
    const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement(
 | 
			
		||||
        texture_type, depth_compare, is_array, lod_bias_enabled, 4, 5);
 | 
			
		||||
    // If enabled arrays index is always stored in the gpr8 field
 | 
			
		||||
    const u64 array_register = instr.gpr8.Value();
 | 
			
		||||
    // First coordinate index is the gpr8 or gpr8 + 1 when arrays are used
 | 
			
		||||
    const u64 coord_register = array_register + (is_array ? 1 : 0);
 | 
			
		||||
 | 
			
		||||
    std::vector<Node> coords;
 | 
			
		||||
    for (std::size_t i = 0; i < coord_count; ++i) {
 | 
			
		||||
        coords.push_back(GetRegister(coord_register + i));
 | 
			
		||||
    }
 | 
			
		||||
    // 1D.DC in OpenGL the 2nd component is ignored.
 | 
			
		||||
    if (depth_compare && !is_array && texture_type == TextureType::Texture1D) {
 | 
			
		||||
        coords.push_back(Immediate(0.0f));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    const Node array = is_array ? GetRegister(array_register) : nullptr;
 | 
			
		||||
 | 
			
		||||
    Node dc{};
 | 
			
		||||
    if (depth_compare) {
 | 
			
		||||
        // Depth is always stored in the register signaled by gpr20 or in the next register if lod
 | 
			
		||||
        // or bias are used
 | 
			
		||||
        const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
 | 
			
		||||
        dc = GetRegister(depth_register);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, 0);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
 | 
			
		||||
                            TextureProcessMode process_mode, bool depth_compare, bool is_array) {
 | 
			
		||||
    const bool lod_bias_enabled =
 | 
			
		||||
        (process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ);
 | 
			
		||||
 | 
			
		||||
    const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement(
 | 
			
		||||
        texture_type, depth_compare, is_array, lod_bias_enabled, 4, 4);
 | 
			
		||||
    // If enabled arrays index is always stored in the gpr8 field
 | 
			
		||||
    const u64 array_register = instr.gpr8.Value();
 | 
			
		||||
    // First coordinate index is stored in gpr8 field or (gpr8 + 1) when arrays are used
 | 
			
		||||
    const u64 coord_register = array_register + (is_array ? 1 : 0);
 | 
			
		||||
    const u64 last_coord_register =
 | 
			
		||||
        (is_array || !(lod_bias_enabled || depth_compare) || (coord_count > 2))
 | 
			
		||||
            ? static_cast<u64>(instr.gpr20.Value())
 | 
			
		||||
            : coord_register + 1;
 | 
			
		||||
    const u32 bias_offset = coord_count > 2 ? 1 : 0;
 | 
			
		||||
 | 
			
		||||
    std::vector<Node> coords;
 | 
			
		||||
    for (std::size_t i = 0; i < coord_count; ++i) {
 | 
			
		||||
        const bool last = (i == (coord_count - 1)) && (coord_count > 1);
 | 
			
		||||
        coords.push_back(GetRegister(last ? last_coord_register : coord_register + i));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    const Node array = is_array ? GetRegister(array_register) : nullptr;
 | 
			
		||||
 | 
			
		||||
    Node dc{};
 | 
			
		||||
    if (depth_compare) {
 | 
			
		||||
        // Depth is always stored in the register signaled by gpr20 or in the next register if lod
 | 
			
		||||
        // or bias are used
 | 
			
		||||
        const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
 | 
			
		||||
        dc = GetRegister(depth_register);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_offset);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool depth_compare,
 | 
			
		||||
                            bool is_array) {
 | 
			
		||||
    const std::size_t coord_count = GetCoordCount(texture_type);
 | 
			
		||||
    const std::size_t total_coord_count = coord_count + (is_array ? 1 : 0);
 | 
			
		||||
    const std::size_t total_reg_count = total_coord_count + (depth_compare ? 1 : 0);
 | 
			
		||||
 | 
			
		||||
    // If enabled arrays index is always stored in the gpr8 field
 | 
			
		||||
    const u64 array_register = instr.gpr8.Value();
 | 
			
		||||
    // First coordinate index is the gpr8 or gpr8 + 1 when arrays are used
 | 
			
		||||
    const u64 coord_register = array_register + (is_array ? 1 : 0);
 | 
			
		||||
 | 
			
		||||
    std::vector<Node> coords;
 | 
			
		||||
    for (size_t i = 0; i < coord_count; ++i)
 | 
			
		||||
        coords.push_back(GetRegister(coord_register + i));
 | 
			
		||||
 | 
			
		||||
    const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, depth_compare);
 | 
			
		||||
 | 
			
		||||
    Node4 values;
 | 
			
		||||
    for (u32 element = 0; element < values.size(); ++element) {
 | 
			
		||||
        auto coords_copy = coords;
 | 
			
		||||
        MetaTexture meta{sampler, GetRegister(array_register), {}, {}, element};
 | 
			
		||||
        values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return values;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is_array) {
 | 
			
		||||
    const std::size_t type_coord_count = GetCoordCount(texture_type);
 | 
			
		||||
    const bool lod_enabled = instr.tlds.GetTextureProcessMode() == TextureProcessMode::LL;
 | 
			
		||||
 | 
			
		||||
    // If enabled arrays index is always stored in the gpr8 field
 | 
			
		||||
    const u64 array_register = instr.gpr8.Value();
 | 
			
		||||
    // if is array gpr20 is used
 | 
			
		||||
    const u64 coord_register = is_array ? instr.gpr20.Value() : instr.gpr8.Value();
 | 
			
		||||
 | 
			
		||||
    const u64 last_coord_register =
 | 
			
		||||
        ((type_coord_count > 2) || (type_coord_count == 2 && !lod_enabled)) && !is_array
 | 
			
		||||
            ? static_cast<u64>(instr.gpr20.Value())
 | 
			
		||||
            : coord_register + 1;
 | 
			
		||||
 | 
			
		||||
    std::vector<Node> coords;
 | 
			
		||||
    for (std::size_t i = 0; i < type_coord_count; ++i) {
 | 
			
		||||
        const bool last = (i == (type_coord_count - 1)) && (type_coord_count > 1);
 | 
			
		||||
        coords.push_back(GetRegister(last ? last_coord_register : coord_register + i));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    const Node array = is_array ? GetRegister(array_register) : nullptr;
 | 
			
		||||
    // When lod is used always is in gpr20
 | 
			
		||||
    const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
 | 
			
		||||
 | 
			
		||||
    const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, false);
 | 
			
		||||
 | 
			
		||||
    Node4 values;
 | 
			
		||||
    for (u32 element = 0; element < values.size(); ++element) {
 | 
			
		||||
        auto coords_copy = coords;
 | 
			
		||||
        MetaTexture meta{sampler, array, {}, {lod}, element};
 | 
			
		||||
        values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy));
 | 
			
		||||
    }
 | 
			
		||||
    return values;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
std::tuple<std::size_t, std::size_t> ShaderIR::ValidateAndGetCoordinateElement(
 | 
			
		||||
    TextureType texture_type, bool depth_compare, bool is_array, bool lod_bias_enabled,
 | 
			
		||||
    std::size_t max_coords, std::size_t max_inputs) {
 | 
			
		||||
    const std::size_t coord_count = GetCoordCount(texture_type);
 | 
			
		||||
 | 
			
		||||
    std::size_t total_coord_count = coord_count + (is_array ? 1 : 0) + (depth_compare ? 1 : 0);
 | 
			
		||||
    const std::size_t total_reg_count = total_coord_count + (lod_bias_enabled ? 1 : 0);
 | 
			
		||||
    if (total_coord_count > max_coords || total_reg_count > max_inputs) {
 | 
			
		||||
        UNIMPLEMENTED_MSG("Unsupported Texture operation");
 | 
			
		||||
        total_coord_count = std::min(total_coord_count, max_coords);
 | 
			
		||||
    }
 | 
			
		||||
    // 1D.DC OpenGL is using a vec3 but 2nd component is ignored later.
 | 
			
		||||
    total_coord_count +=
 | 
			
		||||
        (depth_compare && !is_array && texture_type == TextureType::Texture1D) ? 1 : 0;
 | 
			
		||||
 | 
			
		||||
    return {coord_count, total_coord_count};
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
} // namespace VideoCommon::Shader
 | 
			
		||||
@ -614,6 +614,7 @@ private:
 | 
			
		||||
    u32 DecodeHfma2(NodeBlock& bb, u32 pc);
 | 
			
		||||
    u32 DecodeConversion(NodeBlock& bb, u32 pc);
 | 
			
		||||
    u32 DecodeMemory(NodeBlock& bb, u32 pc);
 | 
			
		||||
    u32 DecodeTexture(NodeBlock& bb, u32 pc);
 | 
			
		||||
    u32 DecodeFloatSetPredicate(NodeBlock& bb, u32 pc);
 | 
			
		||||
    u32 DecodeIntegerSetPredicate(NodeBlock& bb, u32 pc);
 | 
			
		||||
    u32 DecodeHalfSetPredicate(NodeBlock& bb, u32 pc);
 | 
			
		||||
 | 
			
		||||
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		Reference in New Issue
	
	Block a user