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shader/decode: Remove extras from MetaTexture
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48e6f77c03
commit
5ca63d0675
@ -325,11 +325,11 @@ enum class TextureQueryType : u64 {
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enum class TextureProcessMode : u64 {
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None = 0,
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LZ = 1, // Unknown, appears to be the same as none.
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LZ = 1, // Load LOD of zero.
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LB = 2, // Load Bias.
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LL = 3, // Load LOD (LevelOfDetail)
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LBA = 6, // Load Bias. The A is unknown, does not appear to differ with LB
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LLA = 7 // Load LOD. The A is unknown, does not appear to differ with LL
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LL = 3, // Load LOD.
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LBA = 6, // Load Bias. The A is unknown, does not appear to differ with LB.
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LLA = 7 // Load LOD. The A is unknown, does not appear to differ with LL.
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};
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enum class TextureMiscMode : u64 {
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@ -5,7 +5,9 @@
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#include <array>
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#include <string>
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#include <string_view>
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#include <utility>
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#include <variant>
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#include <vector>
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#include <fmt/format.h>
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@ -717,7 +719,7 @@ private:
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}
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std::string GenerateTexture(Operation operation, const std::string& func,
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bool is_extra_int = false) {
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const std::vector<std::pair<Type, Node>>& extras) {
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constexpr std::array<const char*, 4> coord_constructors = {"float", "vec2", "vec3", "vec4"};
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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@ -738,36 +740,47 @@ private:
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expr += Visit(operation[i]);
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const std::size_t next = i + 1;
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if (next < count || has_array || has_shadow)
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if (next < count)
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expr += ", ";
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}
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if (has_array) {
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expr += "float(ftoi(" + Visit(meta->array) + "))";
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expr += ", float(ftoi(" + Visit(meta->array) + "))";
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}
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if (has_shadow) {
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if (has_array)
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expr += ", ";
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expr += Visit(meta->depth_compare);
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expr += ", " + Visit(meta->depth_compare);
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}
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expr += ')';
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for (const Node extra : meta->extras) {
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for (const auto& extra_pair : extras) {
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const auto [type, operand] = extra_pair;
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if (operand == nullptr) {
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continue;
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}
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expr += ", ";
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if (is_extra_int) {
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if (const auto immediate = std::get_if<ImmediateNode>(extra)) {
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switch (type) {
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case Type::Int:
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if (const auto immediate = std::get_if<ImmediateNode>(operand)) {
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// Inline the string as an immediate integer in GLSL (some extra arguments are
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// required to be constant)
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expr += std::to_string(static_cast<s32>(immediate->GetValue()));
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} else {
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expr += "ftoi(" + Visit(extra) + ')';
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expr += "ftoi(" + Visit(operand) + ')';
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}
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break;
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case Type::Float:
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expr += Visit(operand);
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break;
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default: {
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const auto type_int = static_cast<u32>(type);
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UNIMPLEMENTED_MSG("Unimplemented extra type={}", type_int);
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expr += '0';
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break;
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}
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} else {
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expr += Visit(extra);
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}
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}
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expr += ')';
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return expr;
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return expr + ')';
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}
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std::string Assign(Operation operation) {
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@ -1146,7 +1159,7 @@ private:
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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std::string expr = GenerateTexture(operation, "texture");
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std::string expr = GenerateTexture(operation, "texture", {{Type::Float, meta->bias}});
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if (meta->sampler.IsShadow()) {
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expr = "vec4(" + expr + ')';
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}
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@ -1157,7 +1170,7 @@ private:
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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std::string expr = GenerateTexture(operation, "textureLod");
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std::string expr = GenerateTexture(operation, "textureLod", {{Type::Float, meta->lod}});
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if (meta->sampler.IsShadow()) {
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expr = "vec4(" + expr + ')';
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}
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@ -1168,7 +1181,8 @@ private:
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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return GenerateTexture(operation, "textureGather", !meta->sampler.IsShadow()) +
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const auto type = meta->sampler.IsShadow() ? Type::Float : Type::Int;
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return GenerateTexture(operation, "textureGather", {{type, meta->component}}) +
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GetSwizzle(meta->element);
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}
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@ -1197,8 +1211,8 @@ private:
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ASSERT(meta);
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if (meta->element < 2) {
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return "itof(int((" + GenerateTexture(operation, "textureQueryLod") + " * vec2(256))" +
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GetSwizzle(meta->element) + "))";
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return "itof(int((" + GenerateTexture(operation, "textureQueryLod", {}) +
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" * vec2(256))" + GetSwizzle(meta->element) + "))";
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}
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return "0";
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}
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@ -1224,9 +1238,9 @@ private:
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else if (next < count)
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expr += ", ";
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}
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for (std::size_t i = 0; i < meta->extras.size(); ++i) {
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if (meta->lod) {
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expr += ", ";
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expr += CastOperand(Visit(meta->extras.at(i)), Type::Int);
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expr += CastOperand(Visit(meta->lod), Type::Int);
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}
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expr += ')';
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@ -119,8 +119,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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coords.push_back(op_a);
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coords.push_back(op_b);
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}
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std::vector<Node> extras;
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extras.push_back(Immediate(static_cast<u32>(instr.tld4s.component)));
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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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@ -128,7 +127,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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MetaTexture meta{sampler, {}, {}, extras, element};
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MetaTexture meta{sampler, {}, {}, {}, {}, component, element};
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values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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}
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@ -153,7 +152,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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if (!instr.txq.IsComponentEnabled(element)) {
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continue;
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}
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MetaTexture meta{sampler, {}, {}, {}, element};
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MetaTexture meta{sampler, {}, {}, {}, {}, {}, element};
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const Node value =
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Operation(OperationCode::TextureQueryDimensions, meta, GetRegister(instr.gpr8));
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SetTemporal(bb, indexer++, value);
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@ -203,7 +202,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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for (u32 element = 0; element < 2; ++element) {
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auto params = coords;
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MetaTexture meta{sampler, {}, {}, {}, element};
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MetaTexture meta{sampler, {}, {}, {}, {}, {}, element};
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const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
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SetTemporal(bb, element, value);
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}
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@ -347,25 +346,35 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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(texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
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const OperationCode read_method =
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lod_needed && gl_lod_supported ? OperationCode::TextureLod : OperationCode::Texture;
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(lod_needed && gl_lod_supported) ? OperationCode::TextureLod : OperationCode::Texture;
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UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
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std::vector<Node> extras;
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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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if (process_mode == TextureProcessMode::LZ) {
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extras.push_back(Immediate(0.0f));
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} else {
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switch (process_mode) {
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case TextureProcessMode::LZ:
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lod = Immediate(0.0f);
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break;
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case TextureProcessMode::LB:
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// If present, lod or bias are always stored in the register indexed by the gpr20
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// field with an offset depending on the usage of the other registers
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extras.push_back(GetRegister(instr.gpr20.Value() + bias_offset));
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bias = GetRegister(instr.gpr20.Value() + bias_offset);
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break;
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case TextureProcessMode::LL:
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lod = GetRegister(instr.gpr20.Value() + bias_offset);
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break;
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default:
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UNIMPLEMENTED_MSG("Unimplemented process mode={}", static_cast<u32>(process_mode));
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break;
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}
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}
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto copy_coords = coords;
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MetaTexture meta{sampler, array, depth_compare, extras, element};
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MetaTexture meta{sampler, array, depth_compare, bias, lod, {}, element};
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values[element] = Operation(read_method, meta, std::move(copy_coords));
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}
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@ -462,7 +471,7 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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MetaTexture meta{sampler, GetRegister(array_register), {}, {}, element};
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MetaTexture meta{sampler, GetRegister(array_register), {}, {}, {}, {}, element};
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values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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}
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@ -498,7 +507,7 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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MetaTexture meta{sampler, array, {}, {lod}, element};
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MetaTexture meta{sampler, array, {}, {}, lod, {}, element};
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values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy));
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}
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return values;
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@ -290,7 +290,9 @@ struct MetaTexture {
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const Sampler& sampler;
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Node array{};
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Node depth_compare{};
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std::vector<Node> extras;
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Node bias{};
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Node lod{};
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Node component{};
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u32 element{};
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};
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