mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2025-06-18 03:17:56 -05:00
shader/texture: Deduce texture buffers from locker
Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded.
This commit is contained in:
@ -128,8 +128,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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}
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const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
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const auto& sampler =
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GetSampler(instr.sampler, {{TextureType::Texture2D, false, depth_compare}});
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const SamplerInfo info{TextureType::Texture2D, false, depth_compare};
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const auto& sampler = GetSampler(instr.sampler, info);
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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@ -149,7 +149,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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// Sadly, not all texture instructions specify the type of texture their sampler
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// uses. This must be fixed at a later instance.
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const auto& sampler =
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is_bindless ? GetBindlessSampler(instr.gpr8, {}) : GetSampler(instr.sampler, {});
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is_bindless ? GetBindlessSampler(instr.gpr8) : GetSampler(instr.sampler);
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u32 indexer = 0;
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switch (instr.txq.query_type) {
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@ -185,8 +185,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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auto texture_type = instr.tmml.texture_type.Value();
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const bool is_array = instr.tmml.array != 0;
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const auto& sampler =
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is_bindless ? GetBindlessSampler(instr.gpr20, {{texture_type, is_array, false}})
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: GetSampler(instr.sampler, {{texture_type, is_array, false}});
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is_bindless ? GetBindlessSampler(instr.gpr20) : GetSampler(instr.sampler);
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std::vector<Node> coords;
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@ -254,67 +253,50 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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return pc;
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}
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ShaderIR::SamplerInfo ShaderIR::GetSamplerInfo(std::optional<SamplerInfo> sampler_info, u32 offset,
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std::optional<u32> buffer) {
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if (sampler_info) {
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return *sampler_info;
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}
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const auto sampler =
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buffer ? locker.ObtainBindlessSampler(*buffer, offset) : locker.ObtainBoundSampler(offset);
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if (!sampler) {
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LOG_WARNING(HW_GPU, "Unknown sampler info");
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return SamplerInfo{TextureType::Texture2D, false, false, false};
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}
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return SamplerInfo{sampler->texture_type, sampler->is_array != 0, sampler->is_shadow != 0,
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sampler->is_buffer != 0};
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}
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const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
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std::optional<SamplerInfo> sampler_info) {
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const auto offset = static_cast<u32>(sampler.index.Value());
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TextureType type;
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bool is_array;
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bool is_shadow;
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if (sampler_info) {
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type = sampler_info->type;
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is_array = sampler_info->is_array;
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is_shadow = sampler_info->is_shadow;
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} else if (const auto sampler = locker.ObtainBoundSampler(offset)) {
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type = sampler->texture_type.Value();
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is_array = sampler->is_array.Value() != 0;
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is_shadow = sampler->is_shadow.Value() != 0;
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} else {
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LOG_WARNING(HW_GPU, "Unknown sampler info");
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type = TextureType::Texture2D;
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is_array = false;
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is_shadow = false;
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}
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const auto info = GetSamplerInfo(sampler_info, offset);
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// If this sampler has already been used, return the existing mapping.
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const auto it =
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std::find_if(used_samplers.begin(), used_samplers.end(),
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[offset](const Sampler& entry) { return entry.GetOffset() == offset; });
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if (it != used_samplers.end()) {
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ASSERT(!it->IsBindless() && it->GetType() == type && it->IsArray() == is_array &&
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it->IsShadow() == is_shadow);
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ASSERT(!it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
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it->IsShadow() == info.is_shadow && it->IsBuffer() == info.is_buffer);
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return *it;
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}
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// Otherwise create a new mapping for this sampler
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const auto next_index = static_cast<u32>(used_samplers.size());
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return used_samplers.emplace_back(Sampler(next_index, offset, type, is_array, is_shadow));
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return used_samplers.emplace_back(next_index, offset, info.type, info.is_array, info.is_shadow,
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info.is_buffer);
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}
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const Sampler& ShaderIR::GetBindlessSampler(const Tegra::Shader::Register& reg,
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const Sampler& ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
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std::optional<SamplerInfo> sampler_info) {
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const Node sampler_register = GetRegister(reg);
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const auto [base_sampler, buffer, offset] =
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TrackCbuf(sampler_register, global_code, static_cast<s64>(global_code.size()));
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ASSERT(base_sampler != nullptr);
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TextureType type;
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bool is_array;
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bool is_shadow;
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if (sampler_info) {
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type = sampler_info->type;
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is_array = sampler_info->is_array;
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is_shadow = sampler_info->is_shadow;
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} else if (const auto sampler = locker.ObtainBindlessSampler(buffer, offset)) {
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type = sampler->texture_type.Value();
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is_array = sampler->is_array.Value() != 0;
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is_shadow = sampler->is_shadow.Value() != 0;
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} else {
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LOG_WARNING(HW_GPU, "Unknown sampler info");
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type = TextureType::Texture2D;
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is_array = false;
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is_shadow = false;
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}
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const auto info = GetSamplerInfo(sampler_info, offset, buffer);
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// If this sampler has already been used, return the existing mapping.
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const auto it =
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@ -323,15 +305,15 @@ const Sampler& ShaderIR::GetBindlessSampler(const Tegra::Shader::Register& reg,
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return entry.GetBuffer() == buffer && entry.GetOffset() == offset;
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});
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if (it != used_samplers.end()) {
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ASSERT(it->IsBindless() && it->GetType() == type && it->IsArray() == is_array &&
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it->IsShadow() == is_shadow);
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ASSERT(it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
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it->IsShadow() == info.is_shadow);
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return *it;
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}
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// Otherwise create a new mapping for this sampler
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const auto next_index = static_cast<u32>(used_samplers.size());
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return used_samplers.emplace_back(
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Sampler(next_index, offset, buffer, type, is_array, is_shadow));
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return used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array,
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info.is_shadow, info.is_buffer);
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}
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void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
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@ -416,17 +398,16 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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(texture_type == TextureType::TextureCube && is_array && is_shadow),
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"This method is not supported.");
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const SamplerInfo info{texture_type, is_array, is_shadow, false};
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const auto& sampler =
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is_bindless ? GetBindlessSampler(*bindless_reg, {{texture_type, is_array, is_shadow}})
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: GetSampler(instr.sampler, {{texture_type, is_array, is_shadow}});
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is_bindless ? GetBindlessSampler(*bindless_reg, info) : GetSampler(instr.sampler, info);
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const bool lod_needed = process_mode == TextureProcessMode::LZ ||
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process_mode == TextureProcessMode::LL ||
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process_mode == TextureProcessMode::LLA;
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// LOD selection (either via bias or explicit textureLod) not
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// supported in GL for sampler2DArrayShadow and
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// samplerCubeArrayShadow.
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// LOD selection (either via bias or explicit textureLod) not supported in GL for
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// sampler2DArrayShadow and samplerCubeArrayShadow.
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const bool gl_lod_supported =
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!((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && is_shadow) ||
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(texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
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@ -436,8 +417,8 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
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Node bias = {};
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Node lod = {};
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Node bias;
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Node lod;
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if (process_mode != TextureProcessMode::None && gl_lod_supported) {
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switch (process_mode) {
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case TextureProcessMode::LZ:
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@ -573,10 +554,9 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
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u64 parameter_register = instr.gpr20.Value();
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const auto& sampler =
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is_bindless
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? GetBindlessSampler(parameter_register++, {{texture_type, is_array, depth_compare}})
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: GetSampler(instr.sampler, {{texture_type, is_array, depth_compare}});
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const SamplerInfo info{texture_type, is_array, depth_compare, false};
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const auto& sampler = is_bindless ? GetBindlessSampler(parameter_register++, info)
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: GetSampler(instr.sampler, info);
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std::vector<Node> aoffi;
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if (is_aoffi) {
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@ -623,7 +603,7 @@ Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) {
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// const Node aoffi_register{is_aoffi ? GetRegister(gpr20_cursor++) : nullptr};
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// const Node multisample{is_multisample ? GetRegister(gpr20_cursor++) : nullptr};
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const auto& sampler = GetSampler(instr.sampler, {{texture_type, is_array, false}});
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const auto& sampler = GetSampler(instr.sampler);
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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@ -659,7 +639,7 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
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// When lod is used always is in gpr20
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const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
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const auto& sampler = GetSampler(instr.sampler, {{texture_type, is_array, false}});
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const auto& sampler = GetSampler(instr.sampler);
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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@ -225,14 +225,15 @@ class Sampler {
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public:
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/// This constructor is for bound samplers
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constexpr explicit Sampler(u32 index, u32 offset, Tegra::Shader::TextureType type,
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bool is_array, bool is_shadow)
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: index{index}, offset{offset}, type{type}, is_array{is_array}, is_shadow{is_shadow} {}
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bool is_array, bool is_shadow, bool is_buffer)
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: index{index}, offset{offset}, type{type}, is_array{is_array}, is_shadow{is_shadow},
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is_buffer{is_buffer} {}
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/// This constructor is for bindless samplers
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constexpr explicit Sampler(u32 index, u32 offset, u32 buffer, Tegra::Shader::TextureType type,
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bool is_array, bool is_shadow)
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bool is_array, bool is_shadow, bool is_buffer)
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: index{index}, offset{offset}, buffer{buffer}, type{type}, is_array{is_array},
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is_shadow{is_shadow}, is_bindless{true} {}
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is_shadow{is_shadow}, is_buffer{is_buffer}, is_bindless{true} {}
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constexpr u32 GetIndex() const {
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return index;
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@ -258,6 +259,10 @@ public:
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return is_shadow;
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}
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constexpr bool IsBuffer() const {
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return is_buffer;
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}
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constexpr bool IsBindless() const {
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return is_bindless;
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}
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@ -270,6 +275,7 @@ private:
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Tegra::Shader::TextureType type{}; ///< The type used to sample this texture (Texture2D, etc)
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bool is_array{}; ///< Whether the texture is being sampled as an array texture or not.
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bool is_shadow{}; ///< Whether the texture is being sampled as a depth texture or not.
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bool is_buffer{}; ///< Whether the texture is a texture buffer without sampler.
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bool is_bindless{}; ///< Whether this sampler belongs to a bindless texture or not.
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};
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@ -179,6 +179,7 @@ private:
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Tegra::Shader::TextureType type;
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bool is_array;
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bool is_shadow;
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bool is_buffer;
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};
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void Decode();
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@ -303,13 +304,17 @@ private:
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/// Returns a predicate combiner operation
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OperationCode GetPredicateCombiner(Tegra::Shader::PredOperation operation);
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/// Queries the missing sampler info from the execution context.
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SamplerInfo GetSamplerInfo(std::optional<SamplerInfo> sampler_info, u32 offset,
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std::optional<u32> buffer = std::nullopt);
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/// Accesses a texture sampler
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const Sampler& GetSampler(const Tegra::Shader::Sampler& sampler,
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std::optional<SamplerInfo> sampler_info);
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std::optional<SamplerInfo> sampler_info = std::nullopt);
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// Accesses a texture sampler for a bindless texture.
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const Sampler& GetBindlessSampler(const Tegra::Shader::Register& reg,
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std::optional<SamplerInfo> sampler_info);
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/// Accesses a texture sampler for a bindless texture.
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const Sampler& GetBindlessSampler(Tegra::Shader::Register reg,
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std::optional<SamplerInfo> sampler_info = std::nullopt);
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/// Accesses an image.
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Image& GetImage(Tegra::Shader::Image image, Tegra::Shader::ImageType type);
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