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https://github.com/yuzu-emu/yuzu-android.git
synced 2025-06-13 07:38:02 -05:00
Implement Bindless Samplers and TEX_B in the IR.
This commit is contained in:
committed by
FernandoS27
parent
c4ac05c82c
commit
e28fd3d0a5
@ -57,6 +57,23 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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GetTexCode(instr, texture_type, process_mode, depth_compare, is_array, is_aoffi));
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break;
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}
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case OpCode::Id::TEX_B: {
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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(bb, instr,
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GetTexCode(instr, texture_type, process_mode, depth_compare,
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is_array, true, instr.gpr20));
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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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@ -250,10 +267,36 @@ const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, Textu
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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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const Sampler entry{offset, next_index, type, is_array, is_shadow, false};
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return *used_samplers.emplace(entry).first;
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}
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const Sampler& ShaderIR::GetBindlessSampler(const Tegra::Shader::Register& reg,
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TextureType type, bool is_array, bool is_shadow) {
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const Node sampler_register = GetRegister(reg);
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const Node base_sampler = TrackCbuf(sampler_register, global_code, static_cast<s64>(global_code.size()));
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const auto cbuf = std::get_if<CbufNode>(base_sampler);
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const auto cbuf_offset_imm = std::get_if<ImmediateNode>(cbuf->GetOffset());
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ASSERT(cbuf_offset_imm != nullptr);
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const auto cbuf_offset = cbuf_offset_imm->GetValue();
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const auto cbuf_index = cbuf->GetIndex();
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const std::pair<u32, u32> cbuf_pair = {cbuf_index, cbuf_offset};
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// If this sampler has already been used, return the existing mapping.
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if (used_bindless_samplers.count(cbuf_pair) > 0) {
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const auto& sampler = used_bindless_samplers[cbuf_pair];
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ASSERT(sampler.GetType() == type && sampler.IsArray() == is_array &&
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sampler.IsShadow() == is_shadow);
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return sampler;
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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_bindless_samplers.size();
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const Sampler entry{0, next_index, type, is_array, is_shadow, true};
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return (*used_bindless_samplers.emplace(std::make_pair(cbuf_pair, entry)).first).second;
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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) {
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@ -325,8 +368,8 @@ void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr,
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Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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TextureProcessMode process_mode, std::vector<Node> coords,
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Node array, Node depth_compare, u32 bias_offset,
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std::vector<Node> aoffi) {
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Node array, Node depth_compare, u32 bias_offset, std::vector<Node> aoffi, bool is_bindless,
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Register bindless_reg) {
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const bool is_array = array;
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const bool is_shadow = depth_compare;
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@ -334,7 +377,9 @@ 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 auto& sampler = GetSampler(instr.sampler, texture_type, is_array, is_shadow);
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const auto& sampler = !is_bindless
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? GetSampler(instr.sampler, texture_type, is_array, is_shadow)
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: GetBindlessSampler(bindless_reg, texture_type, is_array, is_shadow);
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const bool lod_needed = process_mode == TextureProcessMode::LZ ||
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process_mode == TextureProcessMode::LL ||
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@ -384,7 +429,7 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
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TextureProcessMode process_mode, bool depth_compare, bool is_array,
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bool is_aoffi) {
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bool is_aoffi, bool is_bindless, Register bindless_reg) {
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const bool lod_bias_enabled{
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(process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ)};
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@ -423,7 +468,8 @@ Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
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dc = GetRegister(parameter_register++);
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}
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return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, 0, aoffi);
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return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, 0, aoffi, is_bindless,
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bindless_reg);
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}
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Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
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