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Merge pull request #2441 from ReinUsesLisp/al2p
shader: Implement AL2P and ALD.PHYS
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@ -12,6 +12,8 @@
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#include "video_core/engines/shader_bytecode.h"
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#include "video_core/shader/shader_ir.h"
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#pragma optimize("", off)
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namespace VideoCommon::Shader {
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using Tegra::Shader::Attribute;
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@ -47,17 +49,20 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
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"Indirect attribute loads are not supported");
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UNIMPLEMENTED_IF_MSG((instr.attribute.fmt20.immediate.Value() % sizeof(u32)) != 0,
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"Unaligned attribute loads are not supported");
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UNIMPLEMENTED_IF_MSG(instr.attribute.fmt20.IsPhysical() &&
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instr.attribute.fmt20.size != Tegra::Shader::AttributeSize::Word,
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"Non-32 bits PHYS reads are not implemented");
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Tegra::Shader::IpaMode input_mode{Tegra::Shader::IpaInterpMode::Pass,
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Tegra::Shader::IpaSampleMode::Default};
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const Node buffer{GetRegister(instr.gpr39)};
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u64 next_element = instr.attribute.fmt20.element;
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auto next_index = static_cast<u64>(instr.attribute.fmt20.index.Value());
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const auto LoadNextElement = [&](u32 reg_offset) {
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const Node buffer = GetRegister(instr.gpr39);
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const Node attribute = GetInputAttribute(static_cast<Attribute::Index>(next_index),
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next_element, input_mode, buffer);
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const Node attribute{instr.attribute.fmt20.IsPhysical()
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? GetPhysicalInputAttribute(instr.gpr8, buffer)
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: GetInputAttribute(static_cast<Attribute::Index>(next_index),
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next_element, buffer)};
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SetRegister(bb, instr.gpr0.Value() + reg_offset, attribute);
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@ -239,6 +244,21 @@ 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::AL2P: {
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// Ignore al2p.direction since we don't care about it.
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// Calculate emulation fake physical address.
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const Node fixed_address{Immediate(static_cast<u32>(instr.al2p.address))};
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const Node reg{GetRegister(instr.gpr8)};
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const Node fake_address{Operation(OperationCode::IAdd, NO_PRECISE, reg, fixed_address)};
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// Set the fake address to target register.
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SetRegister(bb, instr.gpr0, fake_address);
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// Signal the shader IR to declare all possible attributes and varyings
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uses_physical_attributes = true;
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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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@ -130,15 +130,18 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
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break;
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}
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case OpCode::Id::IPA: {
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const auto& attribute = instr.attribute.fmt28;
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const bool is_physical = instr.ipa.idx && instr.gpr8.Value() != 0xff;
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const auto attribute = instr.attribute.fmt28;
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const Tegra::Shader::IpaMode input_mode{instr.ipa.interp_mode.Value(),
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instr.ipa.sample_mode.Value()};
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const Node attr = GetInputAttribute(attribute.index, attribute.element, input_mode);
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Node value = attr;
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Node value = is_physical ? GetPhysicalInputAttribute(instr.gpr8)
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: GetInputAttribute(attribute.index, attribute.element);
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const Tegra::Shader::Attribute::Index index = attribute.index.Value();
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if (index >= Tegra::Shader::Attribute::Index::Attribute_0 &&
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index <= Tegra::Shader::Attribute::Index::Attribute_31) {
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const bool is_generic = index >= Tegra::Shader::Attribute::Index::Attribute_0 &&
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index <= Tegra::Shader::Attribute::Index::Attribute_31;
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if (is_generic || is_physical) {
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// TODO(Blinkhawk): There are cases where a perspective attribute use PASS.
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// In theory by setting them as perspective, OpenGL does the perspective correction.
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// A way must figured to reverse the last step of it.
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