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shader/texture: Implement CUBE texture type for TMML and fix arrays
TMML takes an array argument that has no known meaning, this one appears as the first component in gpr8 followed by s, t and r. Skip this component when arrays are being used. Also implement CUBE texture types. - Used by Pikmin 3: Deluxe Demo.
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@ -292,33 +292,36 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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break;
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}
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std::vector<Node> coords;
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// TODO: Add coordinates for different samplers once other texture types are implemented.
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const u64 base_index = is_array ? 1 : 0;
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const u64 num_components = [texture_type] {
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switch (texture_type) {
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case TextureType::Texture1D:
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coords.push_back(GetRegister(instr.gpr8));
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break;
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return 1;
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case TextureType::Texture2D:
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coords.push_back(GetRegister(instr.gpr8.Value() + 0));
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coords.push_back(GetRegister(instr.gpr8.Value() + 1));
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break;
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return 2;
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case TextureType::TextureCube:
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return 3;
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default:
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UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<int>(texture_type));
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// Fallback to interpreting as a 2D texture for now
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coords.push_back(GetRegister(instr.gpr8.Value() + 0));
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coords.push_back(GetRegister(instr.gpr8.Value() + 1));
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return 2;
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}
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}();
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// TODO: What's the array component used for?
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std::vector<Node> coords;
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coords.reserve(num_components);
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for (u64 component = 0; component < num_components; ++component) {
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coords.push_back(GetRegister(instr.gpr8.Value() + base_index + component));
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}
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u32 indexer = 0;
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for (u32 element = 0; element < 2; ++element) {
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if (!instr.tmml.IsComponentEnabled(element)) {
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continue;
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}
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auto params = coords;
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MetaTexture meta{*sampler, {}, {}, {}, {}, {}, {}, {}, {}, element, index_var};
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const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
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SetTemporary(bb, indexer++, value);
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Node value = Operation(OperationCode::TextureQueryLod, meta, coords);
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SetTemporary(bb, indexer++, std::move(value));
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}
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for (u32 i = 0; i < indexer; ++i) {
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SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));
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