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-rw-r--r--src/video_core/engines/shader_bytecode.h3
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp29
-rw-r--r--src/video_core/shader/decode/texture.cpp133
-rw-r--r--src/video_core/shader/shader_ir.h6
4 files changed, 124 insertions, 47 deletions
diff --git a/src/video_core/engines/shader_bytecode.h b/src/video_core/engines/shader_bytecode.h
index 290d929df..d6a2cc8b8 100644
--- a/src/video_core/engines/shader_bytecode.h
+++ b/src/video_core/engines/shader_bytecode.h
@@ -1292,6 +1292,7 @@ union Instruction {
BitField<50, 1, u64> dc_flag;
BitField<51, 1, u64> aoffi_flag;
BitField<52, 2, u64> component;
+ BitField<55, 1, u64> fp16_flag;
bool UsesMiscMode(TextureMiscMode mode) const {
switch (mode) {
@@ -1972,7 +1973,7 @@ private:
INST("1101-01---------", Id::TLDS, Type::Texture, "TLDS"),
INST("110010----111---", Id::TLD4, Type::Texture, "TLD4"),
INST("1101111011111---", Id::TLD4_B, Type::Texture, "TLD4_B"),
- INST("1101111100------", Id::TLD4S, Type::Texture, "TLD4S"),
+ INST("11011111--00----", Id::TLD4S, Type::Texture, "TLD4S"),
INST("110111110110----", Id::TMML_B, Type::Texture, "TMML_B"),
INST("1101111101011---", Id::TMML, Type::Texture, "TMML"),
INST("11011110011110--", Id::TXD_B, Type::Texture, "TXD_B"),
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index fa7049bbe..d1ae4be6d 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -1076,7 +1076,7 @@ private:
}
std::string GenerateTexture(Operation operation, const std::string& function_suffix,
- const std::vector<TextureIR>& extras) {
+ const std::vector<TextureIR>& extras, bool sepparate_dc = false) {
constexpr std::array coord_constructors = {"float", "vec2", "vec3", "vec4"};
const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
@@ -1091,7 +1091,8 @@ private:
expr += "Offset";
}
expr += '(' + GetSampler(meta->sampler) + ", ";
- expr += coord_constructors.at(count + (has_array ? 1 : 0) + (has_shadow ? 1 : 0) - 1);
+ expr += coord_constructors.at(count + (has_array ? 1 : 0) +
+ (has_shadow && !sepparate_dc ? 1 : 0) - 1);
expr += '(';
for (std::size_t i = 0; i < count; ++i) {
expr += Visit(operation[i]).AsFloat();
@@ -1104,9 +1105,14 @@ private:
expr += ", float(" + Visit(meta->array).AsInt() + ')';
}
if (has_shadow) {
- expr += ", " + Visit(meta->depth_compare).AsFloat();
+ if (sepparate_dc) {
+ expr += "), " + Visit(meta->depth_compare).AsFloat();
+ } else {
+ expr += ", " + Visit(meta->depth_compare).AsFloat() + ')';
+ }
+ } else {
+ expr += ')';
}
- expr += ')';
for (const auto& variant : extras) {
if (const auto argument = std::get_if<TextureArgument>(&variant)) {
@@ -1706,10 +1712,17 @@ private:
ASSERT(meta);
const auto type = meta->sampler.IsShadow() ? Type::Float : Type::Int;
- return {GenerateTexture(operation, "Gather",
- {TextureAoffi{}, TextureArgument{type, meta->component}}) +
- GetSwizzle(meta->element),
- Type::Float};
+ if (meta->sampler.IsShadow()) {
+ return {GenerateTexture(operation, "Gather", {TextureAoffi{}}, true) +
+ GetSwizzle(meta->element),
+ Type::Float};
+ } else {
+ return {GenerateTexture(operation, "Gather",
+ {TextureAoffi{}, TextureArgument{type, meta->component}},
+ false) +
+ GetSwizzle(meta->element),
+ Type::Float};
+ }
}
Expression TextureQueryDimensions(Operation operation) {
diff --git a/src/video_core/shader/decode/texture.cpp b/src/video_core/shader/decode/texture.cpp
index da8e886df..994c05611 100644
--- a/src/video_core/shader/decode/texture.cpp
+++ b/src/video_core/shader/decode/texture.cpp
@@ -107,8 +107,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
break;
}
case OpCode::Id::TLD4S: {
- UNIMPLEMENTED_IF_MSG(instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI),
- "AOFFI is not implemented");
+ const bool uses_aoffi = instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI);
+ UNIMPLEMENTED_IF_MSG(uses_aoffi, "AOFFI is not implemented");
const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
const Node op_a = GetRegister(instr.gpr8);
@@ -116,29 +116,40 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
std::vector<Node> coords;
+ Node dc_reg;
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);
+ dc_reg = uses_aoffi ? GetRegister(instr.gpr20.Value() + 1) : op_b;
} else {
coords.push_back(op_a);
- coords.push_back(op_b);
+ if (uses_aoffi) {
+ const Node op_y = GetRegister(instr.gpr8.Value() + 1);
+ coords.push_back(op_y);
+ } else {
+ coords.push_back(op_b);
+ }
+ dc_reg = {};
}
const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
const SamplerInfo info{TextureType::Texture2D, false, depth_compare};
- const auto& sampler = GetSampler(instr.sampler, info);
+ const Sampler& sampler = *GetSampler(instr.sampler, info);
Node4 values;
for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords;
- MetaTexture meta{sampler, {}, {}, {}, {}, {}, {}, component, element};
+ MetaTexture meta{sampler, {}, dc_reg, {}, {}, {}, {}, component, element};
values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
}
- WriteTexsInstructionFloat(bb, instr, values, true);
+ if (instr.tld4s.fp16_flag) {
+ WriteTexsInstructionHalfFloat(bb, instr, values, true);
+ } else {
+ WriteTexsInstructionFloat(bb, instr, values, true);
+ }
break;
}
case OpCode::Id::TXD_B:
@@ -154,9 +165,17 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
const auto texture_type = instr.txd.texture_type.Value();
const auto coord_count = GetCoordCount(texture_type);
- const auto& sampler = is_bindless
- ? GetBindlessSampler(base_reg, {{texture_type, false, false}})
- : GetSampler(instr.sampler, {{texture_type, false, false}});
+ const Sampler* sampler = is_bindless
+ ? GetBindlessSampler(base_reg, {{texture_type, false, false}})
+ : GetSampler(instr.sampler, {{texture_type, false, false}});
+ Node4 values;
+ if (sampler == nullptr) {
+ for (u32 element = 0; element < values.size(); ++element) {
+ values[element] = Immediate(0);
+ }
+ WriteTexInstructionFloat(bb, instr, values);
+ break;
+ }
if (is_bindless) {
base_reg++;
}
@@ -170,9 +189,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
derivates.push_back(GetRegister(derivate_reg + derivate + 1));
}
- Node4 values;
for (u32 element = 0; element < values.size(); ++element) {
- MetaTexture meta{sampler, {}, {}, {}, derivates, {}, {}, {}, element};
+ MetaTexture meta{*sampler, {}, {}, {}, derivates, {}, {}, {}, element};
values[element] = Operation(OperationCode::TextureGradient, std::move(meta), coords);
}
@@ -187,9 +205,24 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
// 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 =
+ const Sampler* sampler =
is_bindless ? GetBindlessSampler(instr.gpr8) : GetSampler(instr.sampler);
+ if (sampler == nullptr) {
+ u32 indexer = 0;
+ for (u32 element = 0; element < 4; ++element) {
+ if (!instr.txq.IsComponentEnabled(element)) {
+ continue;
+ }
+ const Node value = Immediate(0);
+ SetTemporary(bb, indexer++, value);
+ }
+ for (u32 i = 0; i < indexer; ++i) {
+ SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));
+ }
+ break;
+ }
+
u32 indexer = 0;
switch (instr.txq.query_type) {
case Tegra::Shader::TextureQueryType::Dimension: {
@@ -197,7 +230,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
if (!instr.txq.IsComponentEnabled(element)) {
continue;
}
- MetaTexture meta{sampler, {}, {}, {}, {}, {}, {}, {}, element};
+ MetaTexture meta{*sampler, {}, {}, {}, {}, {}, {}, {}, element};
const Node value =
Operation(OperationCode::TextureQueryDimensions, meta,
GetRegister(instr.gpr8.Value() + (is_bindless ? 1 : 0)));
@@ -223,9 +256,24 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
auto texture_type = instr.tmml.texture_type.Value();
const bool is_array = instr.tmml.array != 0;
- const auto& sampler =
+ const Sampler* sampler =
is_bindless ? GetBindlessSampler(instr.gpr20) : GetSampler(instr.sampler);
+ if (sampler == nullptr) {
+ u32 indexer = 0;
+ for (u32 element = 0; element < 2; ++element) {
+ if (!instr.tmml.IsComponentEnabled(element)) {
+ continue;
+ }
+ const Node value = Immediate(0);
+ SetTemporary(bb, indexer++, value);
+ }
+ for (u32 i = 0; i < indexer; ++i) {
+ SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));
+ }
+ break;
+ }
+
std::vector<Node> coords;
// TODO: Add coordinates for different samplers once other texture types are implemented.
@@ -251,7 +299,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
continue;
}
auto params = coords;
- MetaTexture meta{sampler, {}, {}, {}, {}, {}, {}, {}, element};
+ MetaTexture meta{*sampler, {}, {}, {}, {}, {}, {}, {}, element};
const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
SetTemporary(bb, indexer++, value);
}
@@ -307,7 +355,7 @@ ShaderIR::SamplerInfo ShaderIR::GetSamplerInfo(std::optional<SamplerInfo> sample
sampler->is_buffer != 0};
}
-const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
+const Sampler* ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
std::optional<SamplerInfo> sampler_info) {
const auto offset = static_cast<u32>(sampler.index.Value());
const auto info = GetSamplerInfo(sampler_info, offset);
@@ -319,21 +367,24 @@ const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
if (it != used_samplers.end()) {
ASSERT(!it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
it->IsShadow() == info.is_shadow && it->IsBuffer() == info.is_buffer);
- return *it;
+ return &(*it);
}
// Otherwise create a new mapping for this sampler
const auto next_index = static_cast<u32>(used_samplers.size());
- return used_samplers.emplace_back(next_index, offset, info.type, info.is_array, info.is_shadow,
- info.is_buffer);
+ return &used_samplers.emplace_back(next_index, offset, info.type, info.is_array, info.is_shadow,
+ info.is_buffer);
}
-const Sampler& ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
+const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
std::optional<SamplerInfo> sampler_info) {
const Node sampler_register = GetRegister(reg);
const auto [base_sampler, buffer, offset] =
TrackCbuf(sampler_register, global_code, static_cast<s64>(global_code.size()));
ASSERT(base_sampler != nullptr);
+ if (base_sampler == nullptr) {
+ return nullptr;
+ }
const auto info = GetSamplerInfo(sampler_info, offset, buffer);
@@ -346,13 +397,13 @@ const Sampler& ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
if (it != used_samplers.end()) {
ASSERT(it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
it->IsShadow() == info.is_shadow);
- return *it;
+ return &(*it);
}
// Otherwise create a new mapping for this sampler
const auto next_index = static_cast<u32>(used_samplers.size());
- return used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array,
- info.is_shadow, info.is_buffer);
+ return &used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array,
+ info.is_shadow, info.is_buffer);
}
void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
@@ -395,14 +446,14 @@ void ShaderIR::WriteTexsInstructionFloat(NodeBlock& bb, Instruction instr, const
}
void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr,
- const Node4& components) {
+ const Node4& components, bool ignore_mask) {
// 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))
+ if (!instr.texs.IsComponentEnabled(component) && !ignore_mask)
continue;
values[dest_elem++] = components[component];
}
@@ -438,8 +489,15 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
"This method is not supported.");
const SamplerInfo info{texture_type, is_array, is_shadow, false};
- const auto& sampler =
+ const Sampler* sampler =
is_bindless ? GetBindlessSampler(*bindless_reg, info) : GetSampler(instr.sampler, info);
+ Node4 values;
+ if (sampler == nullptr) {
+ for (u32 element = 0; element < values.size(); ++element) {
+ values[element] = Immediate(0);
+ }
+ return values;
+ }
const bool lod_needed = process_mode == TextureProcessMode::LZ ||
process_mode == TextureProcessMode::LL ||
@@ -478,10 +536,9 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
}
}
- Node4 values;
for (u32 element = 0; element < values.size(); ++element) {
auto copy_coords = coords;
- MetaTexture meta{sampler, array, depth_compare, aoffi, {}, bias, lod, {}, element};
+ MetaTexture meta{*sampler, array, depth_compare, aoffi, {}, bias, lod, {}, element};
values[element] = Operation(read_method, meta, std::move(copy_coords));
}
@@ -594,8 +651,15 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
u64 parameter_register = instr.gpr20.Value();
const SamplerInfo info{texture_type, is_array, depth_compare, false};
- const auto& sampler = is_bindless ? GetBindlessSampler(parameter_register++, info)
- : GetSampler(instr.sampler, info);
+ const Sampler* sampler = is_bindless ? GetBindlessSampler(parameter_register++, info)
+ : GetSampler(instr.sampler, info);
+ Node4 values;
+ if (sampler == nullptr) {
+ for (u32 element = 0; element < values.size(); ++element) {
+ values[element] = Immediate(0);
+ }
+ return values;
+ }
std::vector<Node> aoffi;
if (is_aoffi) {
@@ -610,10 +674,9 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
const Node component = is_bindless ? Immediate(static_cast<u32>(instr.tld4_b.component))
: Immediate(static_cast<u32>(instr.tld4.component));
- Node4 values;
for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords;
- MetaTexture meta{sampler, GetRegister(array_register), dc, aoffi, {}, {}, {}, component,
+ MetaTexture meta{*sampler, GetRegister(array_register), dc, aoffi, {}, {}, {}, component,
element};
values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
}
@@ -642,7 +705,7 @@ Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) {
// const Node aoffi_register{is_aoffi ? GetRegister(gpr20_cursor++) : nullptr};
// const Node multisample{is_multisample ? GetRegister(gpr20_cursor++) : nullptr};
- const auto& sampler = GetSampler(instr.sampler);
+ const auto& sampler = *GetSampler(instr.sampler);
Node4 values;
for (u32 element = 0; element < values.size(); ++element) {
@@ -655,7 +718,7 @@ Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) {
}
Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is_array) {
- const auto& sampler = GetSampler(instr.sampler);
+ const Sampler& sampler = *GetSampler(instr.sampler);
const std::size_t type_coord_count = GetCoordCount(texture_type);
const bool lod_enabled = instr.tlds.GetTextureProcessMode() == TextureProcessMode::LL;
diff --git a/src/video_core/shader/shader_ir.h b/src/video_core/shader/shader_ir.h
index 580f84fcb..04ae5f822 100644
--- a/src/video_core/shader/shader_ir.h
+++ b/src/video_core/shader/shader_ir.h
@@ -313,11 +313,11 @@ private:
std::optional<u32> buffer = std::nullopt);
/// Accesses a texture sampler
- const Sampler& GetSampler(const Tegra::Shader::Sampler& sampler,
+ const Sampler* GetSampler(const Tegra::Shader::Sampler& sampler,
std::optional<SamplerInfo> sampler_info = std::nullopt);
/// Accesses a texture sampler for a bindless texture.
- const Sampler& GetBindlessSampler(Tegra::Shader::Register reg,
+ const Sampler* GetBindlessSampler(Tegra::Shader::Register reg,
std::optional<SamplerInfo> sampler_info = std::nullopt);
/// Accesses an image.
@@ -338,7 +338,7 @@ private:
void WriteTexsInstructionFloat(NodeBlock& bb, Tegra::Shader::Instruction instr,
const Node4& components, bool ignore_mask = false);
void WriteTexsInstructionHalfFloat(NodeBlock& bb, Tegra::Shader::Instruction instr,
- const Node4& components);
+ const Node4& components, bool ignore_mask = false);
Node4 GetTexCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
Tegra::Shader::TextureProcessMode process_mode, bool depth_compare,