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