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-rw-r--r--src/shader_recompiler/backend/spirv/emit_spirv_image.cpp26
1 files changed, 24 insertions, 2 deletions
diff --git a/src/shader_recompiler/backend/spirv/emit_spirv_image.cpp b/src/shader_recompiler/backend/spirv/emit_spirv_image.cpp
index 2f925cc3e..7d7c0627e 100644
--- a/src/shader_recompiler/backend/spirv/emit_spirv_image.cpp
+++ b/src/shader_recompiler/backend/spirv/emit_spirv_image.cpp
@@ -470,8 +470,30 @@ void EmitImageWrite(EmitContext& ctx, IR::Inst* inst, const IR::Value& index, Id
ctx.OpImageWrite(Image(ctx, index, info), coords, color);
}
-Id EmitIsTextureScaled([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& index) {
- return ctx.false_value;
+Id EmitIsTextureScaled(EmitContext& ctx, const IR::Value& index) {
+ const Id push_constant_u32{ctx.TypePointer(spv::StorageClass::PushConstant, ctx.U32[1])};
+ const Id member_index{ctx.Const(ctx.rescaling_textures_member_index)};
+ Id bit{};
+ if (index.IsImmediate()) {
+ // Use BitwiseAnd instead of BitfieldExtract for better codegen on Nvidia OpenGL.
+ // LOP32I.NZ is used to set the predicate rather than BFE+ISETP.
+ const u32 index_value{index.U32()};
+ const Id word_index{ctx.Const(index_value / 32)};
+ const Id bit_index_mask{ctx.Const(1u << (index_value % 32))};
+ const Id pointer{ctx.OpAccessChain(push_constant_u32, ctx.rescaling_push_constants,
+ member_index, word_index)};
+ const Id word{ctx.OpLoad(ctx.U32[1], pointer)};
+ bit = ctx.OpBitwiseAnd(ctx.U32[1], word, bit_index_mask);
+ } else {
+ const Id index_value{ctx.Def(index)};
+ const Id word_index{ctx.OpShiftRightArithmetic(ctx.U32[1], index_value, ctx.Const(5u))};
+ const Id pointer{ctx.OpAccessChain(push_constant_u32, ctx.rescaling_push_constants,
+ member_index, word_index)};
+ const Id word{ctx.OpLoad(ctx.U32[1], pointer)};
+ const Id bit_index{ctx.OpBitwiseAnd(ctx.U32[1], index_value, ctx.Const(31u))};
+ bit = ctx.OpBitFieldUExtract(ctx.U32[1], index_value, bit_index, ctx.Const(1u));
+ }
+ return ctx.OpINotEqual(ctx.U1, bit, ctx.u32_zero_value);
}
} // namespace Shader::Backend::SPIRV