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@@ -11,7 +11,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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{
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static class Rewriter
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static class Rewriter
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{
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{
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- public static void RunPass(BasicBlock[] blocks, ShaderConfig config)
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+ public static void RunPass(HelperFunctionManager hfm, BasicBlock[] blocks, ShaderConfig config)
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{
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{
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bool isVertexShader = config.Stage == ShaderStage.Vertex;
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bool isVertexShader = config.Stage == ShaderStage.Vertex;
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bool hasConstantBufferDrawParameters = config.GpuAccessor.QueryHasConstantBufferDrawParameters();
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bool hasConstantBufferDrawParameters = config.GpuAccessor.QueryHasConstantBufferDrawParameters();
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@@ -54,9 +54,14 @@ namespace Ryujinx.Graphics.Shader.Translation
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if (operation is TextureOperation texOp)
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if (operation is TextureOperation texOp)
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{
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{
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+ node = InsertTexelFetchScale(hfm, node, config);
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+ node = InsertTextureSizeUnscale(hfm, node, config);
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+
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if (texOp.Inst == Instruction.TextureSample)
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if (texOp.Inst == Instruction.TextureSample)
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{
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{
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- node = RewriteTextureSample(node, config);
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+ node = InsertCoordNormalization(node, config);
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+ node = InsertCoordGatherBias(node, config);
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+ node = InsertConstOffsets(node, config);
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if (texOp.Type == SamplerType.TextureBuffer && !supportsSnormBufferTextureFormat)
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if (texOp.Type == SamplerType.TextureBuffer && !supportsSnormBufferTextureFormat)
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{
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{
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@@ -344,8 +349,277 @@ namespace Ryujinx.Graphics.Shader.Translation
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return node;
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return node;
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}
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}
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- private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node, ShaderConfig config)
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+ private static LinkedListNode<INode> InsertTexelFetchScale(HelperFunctionManager hfm, LinkedListNode<INode> node, ShaderConfig config)
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+ {
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+ TextureOperation texOp = (TextureOperation)node.Value;
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+
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+ bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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+ bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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+
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+ bool isArray = (texOp.Type & SamplerType.Array) != 0;
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+ bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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+
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+ int coordsCount = texOp.Type.GetDimensions();
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+
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+ int coordsIndex = isBindless || isIndexed ? 1 : 0;
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+
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+ bool isImage = IsImageInstructionWithScale(texOp.Inst);
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+
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+ if ((texOp.Inst == Instruction.TextureSample || isImage) &&
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+ intCoords &&
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+ !isBindless &&
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+ !isIndexed &&
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+ config.Stage.SupportsRenderScale() &&
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+ TypeSupportsScale(texOp.Type))
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+ {
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+ int functionId = hfm.GetOrCreateFunctionId(HelperFunctionName.TexelFetchScale);
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+ int samplerIndex = isImage
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+ ? config.GetTextureDescriptors().Length + config.FindImageDescriptorIndex(texOp)
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+ : config.FindTextureDescriptorIndex(texOp);
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+
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+ for (int index = 0; index < coordsCount; index++)
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+ {
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+ Operand scaledCoord = Local();
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+ Operand[] callArgs;
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+
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+ if (config.Stage == ShaderStage.Fragment)
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+ {
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+ callArgs = new Operand[] { Const(functionId), texOp.GetSource(coordsIndex + index), Const(samplerIndex), Const(index) };
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+ }
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+ else
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+ {
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+ callArgs = new Operand[] { Const(functionId), texOp.GetSource(coordsIndex + index), Const(samplerIndex) };
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+ }
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+
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+ node.List.AddBefore(node, new Operation(Instruction.Call, 0, scaledCoord, callArgs));
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+
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+ texOp.SetSource(coordsIndex + index, scaledCoord);
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+ }
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+ }
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+
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+ return node;
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+ }
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+
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+ private static LinkedListNode<INode> InsertTextureSizeUnscale(HelperFunctionManager hfm, LinkedListNode<INode> node, ShaderConfig config)
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+ {
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+ TextureOperation texOp = (TextureOperation)node.Value;
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+
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+ bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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+ bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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+
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+ bool isArray = (texOp.Type & SamplerType.Array) != 0;
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+ bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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+
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+ if (texOp.Inst == Instruction.TextureSize &&
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+ texOp.Index < 2 &&
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+ !isBindless &&
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+ !isIndexed &&
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+ config.Stage.SupportsRenderScale() &&
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+ TypeSupportsScale(texOp.Type))
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+ {
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+ int functionId = hfm.GetOrCreateFunctionId(HelperFunctionName.TextureSizeUnscale);
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+ int samplerIndex = config.FindTextureDescriptorIndex(texOp, ignoreType: true);
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+
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+ for (int index = texOp.DestsCount - 1; index >= 0; index--)
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+ {
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+ Operand dest = texOp.GetDest(index);
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+
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+ Operand unscaledSize = Local();
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+
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+ // Replace all uses with the unscaled size value.
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+ // This must be done before the call is added, since it also is a use of the original size.
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+ foreach (INode useOp in dest.UseOps)
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+ {
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+ for (int srcIndex = 0; srcIndex < useOp.SourcesCount; srcIndex++)
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+ {
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+ if (useOp.GetSource(srcIndex) == dest)
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+ {
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+ useOp.SetSource(srcIndex, unscaledSize);
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+ }
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+ }
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+ }
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+
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+ Operand[] callArgs = new Operand[] { Const(functionId), dest, Const(samplerIndex) };
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+
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+ node.List.AddAfter(node, new Operation(Instruction.Call, 0, unscaledSize, callArgs));
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+ }
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+ }
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+
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+ return node;
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+ }
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+
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+ private static bool IsImageInstructionWithScale(Instruction inst)
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+ {
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+ // Currently, we don't support scaling images that are modified,
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+ // so we only need to care about the load instruction.
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+ return inst == Instruction.ImageLoad;
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+ }
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+
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+ private static bool TypeSupportsScale(SamplerType type)
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+ {
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+ return (type & SamplerType.Mask) == SamplerType.Texture2D;
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+ }
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+
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+ private static LinkedListNode<INode> InsertCoordNormalization(LinkedListNode<INode> node, ShaderConfig config)
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+ {
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+ // Emulate non-normalized coordinates by normalizing the coordinates on the shader.
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+ // Without normalization, the coordinates are expected to the in the [0, W or H] range,
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+ // and otherwise, it is expected to be in the [0, 1] range.
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+ // We normalize by dividing the coords by the texture size.
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+
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+ TextureOperation texOp = (TextureOperation)node.Value;
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+
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+ bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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+ bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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+
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+ bool isCoordNormalized = isBindless || config.GpuAccessor.QueryTextureCoordNormalized(texOp.Handle, texOp.CbufSlot);
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+
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+ if (isCoordNormalized || intCoords)
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+ {
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+ return node;
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+ }
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+
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+ bool isArray = (texOp.Type & SamplerType.Array) != 0;
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+ bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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+
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+ int coordsCount = texOp.Type.GetDimensions();
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+ int coordsIndex = isBindless || isIndexed ? 1 : 0;
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+
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+ config.SetUsedFeature(FeatureFlags.IntegerSampling);
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+
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+ int normCoordsCount = (texOp.Type & SamplerType.Mask) == SamplerType.TextureCube ? 2 : coordsCount;
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+
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+ for (int index = 0; index < normCoordsCount; index++)
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+ {
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+ Operand coordSize = Local();
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+
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+ Operand[] texSizeSources;
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+
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+ if (isBindless || isIndexed)
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+ {
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+ texSizeSources = new Operand[] { texOp.GetSource(0), Const(0) };
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+ }
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+ else
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+ {
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+ texSizeSources = new Operand[] { Const(0) };
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+ }
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+
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+ node.List.AddBefore(node, new TextureOperation(
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+ Instruction.TextureSize,
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+ texOp.Type,
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+ texOp.Format,
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+ texOp.Flags,
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+ texOp.CbufSlot,
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+ texOp.Handle,
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+ index,
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+ new[] { coordSize },
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+ texSizeSources));
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+
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+ config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
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+
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+ Operand source = texOp.GetSource(coordsIndex + index);
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+
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+ Operand coordNormalized = Local();
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+
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+ node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, coordNormalized, source, GenerateI2f(node, coordSize)));
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+
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+ texOp.SetSource(coordsIndex + index, coordNormalized);
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+ }
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+
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+ return node;
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+ }
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+
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+ private static LinkedListNode<INode> InsertCoordGatherBias(LinkedListNode<INode> node, ShaderConfig config)
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+ {
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+ // The gather behavior when the coordinate sits right in the middle of two texels is not well defined.
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+ // To ensure the correct texel is sampled, we add a small bias value to the coordinate.
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+ // This value is calculated as the minimum value required to change the texel it will sample from,
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+ // and is 0 if the host does not require the bias.
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+
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+ TextureOperation texOp = (TextureOperation)node.Value;
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+
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+ bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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+ bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
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+
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+ int gatherBiasPrecision = config.GpuAccessor.QueryHostGatherBiasPrecision();
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+
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+ if (!isGather || gatherBiasPrecision == 0)
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+ {
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+ return node;
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+ }
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+
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+ bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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+
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+ bool isArray = (texOp.Type & SamplerType.Array) != 0;
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+ bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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+
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+ int coordsCount = texOp.Type.GetDimensions();
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+ int coordsIndex = isBindless || isIndexed ? 1 : 0;
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+
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+ config.SetUsedFeature(FeatureFlags.IntegerSampling);
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+
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+ int normCoordsCount = (texOp.Type & SamplerType.Mask) == SamplerType.TextureCube ? 2 : coordsCount;
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+
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+ for (int index = 0; index < normCoordsCount; index++)
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+ {
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+ Operand coordSize = Local();
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+ Operand scaledSize = Local();
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+ Operand bias = Local();
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+
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+ Operand[] texSizeSources;
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+
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+ if (isBindless || isIndexed)
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+ {
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+ texSizeSources = new Operand[] { texOp.GetSource(0), Const(0) };
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+ }
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+ else
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+ {
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+ texSizeSources = new Operand[] { Const(0) };
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+ }
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+
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+ node.List.AddBefore(node, new TextureOperation(
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+ Instruction.TextureSize,
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+ texOp.Type,
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+ texOp.Format,
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+ texOp.Flags,
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+ texOp.CbufSlot,
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+ texOp.Handle,
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+ index,
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+ new[] { coordSize },
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+ texSizeSources));
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+
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+ config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
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+
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+ node.List.AddBefore(node, new Operation(
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+ Instruction.FP32 | Instruction.Multiply,
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+ scaledSize,
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+ GenerateI2f(node, coordSize),
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+ ConstF((float)(1 << (gatherBiasPrecision + 1)))));
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+ node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, bias, ConstF(1f), scaledSize));
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+
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+ Operand source = texOp.GetSource(coordsIndex + index);
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+
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+ Operand coordBiased = Local();
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+
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+ node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordBiased, source, bias));
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+
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+ texOp.SetSource(coordsIndex + index, coordBiased);
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+ }
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+
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+ return node;
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+ }
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+
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+ private static LinkedListNode<INode> InsertConstOffsets(LinkedListNode<INode> node, ShaderConfig config)
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{
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{
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+ // Non-constant texture offsets are not allowed (according to the spec),
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+ // however some GPUs does support that.
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+ // For GPUs where it is not supported, we can replace the instruction with the following:
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+ // For texture*Offset, we replace it by texture*, and add the offset to the P coords.
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+ // The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
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+ // For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
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+ // For textureGatherOffset, we split the operation into up to 4 operations, one for each component
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+ // that is accessed, where each textureGather operation has a different offset for each pixel.
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+
|
|
|
TextureOperation texOp = (TextureOperation)node.Value;
|
|
TextureOperation texOp = (TextureOperation)node.Value;
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|
bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
|
|
bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
|
|
@@ -355,9 +629,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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|
|
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
|
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
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|
|
- bool isCoordNormalized = isBindless || config.GpuAccessor.QueryTextureCoordNormalized(texOp.Handle, texOp.CbufSlot);
|
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-
|
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|
|
- if (!hasInvalidOffset && isCoordNormalized)
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|
+ if (!hasInvalidOffset)
|
|
|
{
|
|
{
|
|
|
return node;
|
|
return node;
|
|
|
}
|
|
}
|
|
@@ -454,7 +726,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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|
hasInvalidOffset &= !areAllOffsetsConstant;
|
|
hasInvalidOffset &= !areAllOffsetsConstant;
|
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|
|
- if (!hasInvalidOffset && isCoordNormalized)
|
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|
|
+ if (!hasInvalidOffset)
|
|
|
{
|
|
{
|
|
|
return node;
|
|
return node;
|
|
|
}
|
|
}
|
|
@@ -473,63 +745,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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int componentIndex = texOp.Index;
|
|
int componentIndex = texOp.Index;
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|
|
- Operand Float(Operand value)
|
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|
|
- {
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|
|
- Operand res = Local();
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|
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-
|
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|
|
- node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP32, res, value));
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-
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|
- return res;
|
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|
|
- }
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-
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|
- // Emulate non-normalized coordinates by normalizing the coordinates on the shader.
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|
- // Without normalization, the coordinates are expected to the in the [0, W or H] range,
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|
- // and otherwise, it is expected to be in the [0, 1] range.
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|
|
- // We normalize by dividing the coords by the texture size.
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|
|
- if (!isCoordNormalized && !intCoords)
|
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|
|
- {
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|
|
- config.SetUsedFeature(FeatureFlags.IntegerSampling);
|
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|
-
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|
|
- int normCoordsCount = (texOp.Type & SamplerType.Mask) == SamplerType.TextureCube ? 2 : coordsCount;
|
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|
|
|
-
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|
|
- for (int index = 0; index < normCoordsCount; index++)
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|
|
- {
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|
|
|
|
- Operand coordSize = Local();
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|
|
-
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|
|
|
|
- Operand[] texSizeSources;
|
|
|
|
|
-
|
|
|
|
|
- if (isBindless || isIndexed)
|
|
|
|
|
- {
|
|
|
|
|
- texSizeSources = new Operand[] { sources[0], Const(0) };
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- texSizeSources = new Operand[] { Const(0) };
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- node.List.AddBefore(node, new TextureOperation(
|
|
|
|
|
- Instruction.TextureSize,
|
|
|
|
|
- texOp.Type,
|
|
|
|
|
- texOp.Format,
|
|
|
|
|
- texOp.Flags,
|
|
|
|
|
- texOp.CbufSlot,
|
|
|
|
|
- texOp.Handle,
|
|
|
|
|
- index,
|
|
|
|
|
- new[] { coordSize },
|
|
|
|
|
- texSizeSources));
|
|
|
|
|
-
|
|
|
|
|
- config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
|
|
|
|
|
-
|
|
|
|
|
- Operand source = sources[coordsIndex + index];
|
|
|
|
|
-
|
|
|
|
|
- Operand coordNormalized = Local();
|
|
|
|
|
-
|
|
|
|
|
- node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, coordNormalized, source, Float(coordSize)));
|
|
|
|
|
-
|
|
|
|
|
- sources[coordsIndex + index] = coordNormalized;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
Operand[] dests = new Operand[texOp.DestsCount];
|
|
Operand[] dests = new Operand[texOp.DestsCount];
|
|
|
|
|
|
|
|
for (int i = 0; i < texOp.DestsCount; i++)
|
|
for (int i = 0; i < texOp.DestsCount; i++)
|
|
@@ -541,15 +756,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|
|
|
|
|
|
|
LinkedListNode<INode> oldNode = node;
|
|
LinkedListNode<INode> oldNode = node;
|
|
|
|
|
|
|
|
- // Technically, non-constant texture offsets are not allowed (according to the spec),
|
|
|
|
|
- // however some GPUs does support that.
|
|
|
|
|
- // For GPUs where it is not supported, we can replace the instruction with the following:
|
|
|
|
|
- // For texture*Offset, we replace it by texture*, and add the offset to the P coords.
|
|
|
|
|
- // The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
|
|
|
|
|
- // For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
|
|
|
|
|
- // For textureGatherOffset, we split the operation into up to 4 operations, one for each component
|
|
|
|
|
- // that is accessed, where each textureGather operation has a different offset for each pixel.
|
|
|
|
|
- if (hasInvalidOffset && isGather && !isShadow)
|
|
|
|
|
|
|
+ if (isGather && !isShadow)
|
|
|
{
|
|
{
|
|
|
config.SetUsedFeature(FeatureFlags.IntegerSampling);
|
|
config.SetUsedFeature(FeatureFlags.IntegerSampling);
|
|
|
|
|
|
|
@@ -557,7 +764,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|
|
|
|
|
|
|
sources.CopyTo(newSources, 0);
|
|
sources.CopyTo(newSources, 0);
|
|
|
|
|
|
|
|
- Operand[] texSizes = InsertTextureSize(node, texOp, lodSources, bindlessHandle, coordsCount);
|
|
|
|
|
|
|
+ Operand[] texSizes = InsertTextureLod(node, texOp, lodSources, bindlessHandle, coordsCount);
|
|
|
|
|
|
|
|
int destIndex = 0;
|
|
int destIndex = 0;
|
|
|
|
|
|
|
@@ -576,7 +783,11 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|
|
|
|
|
|
|
Operand intOffset = offsets[index + (hasOffsets ? compIndex * coordsCount : 0)];
|
|
Operand intOffset = offsets[index + (hasOffsets ? compIndex * coordsCount : 0)];
|
|
|
|
|
|
|
|
- node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(texSizes[index])));
|
|
|
|
|
|
|
+ node.List.AddBefore(node, new Operation(
|
|
|
|
|
+ Instruction.FP32 | Instruction.Divide,
|
|
|
|
|
+ offset,
|
|
|
|
|
+ GenerateI2f(node, intOffset),
|
|
|
|
|
+ GenerateI2f(node, texSizes[index])));
|
|
|
|
|
|
|
|
Operand source = sources[coordsIndex + index];
|
|
Operand source = sources[coordsIndex + index];
|
|
|
|
|
|
|
@@ -603,45 +814,46 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|
|
}
|
|
}
|
|
|
else
|
|
else
|
|
|
{
|
|
{
|
|
|
- if (hasInvalidOffset)
|
|
|
|
|
|
|
+ if (intCoords)
|
|
|
{
|
|
{
|
|
|
- if (intCoords)
|
|
|
|
|
|
|
+ for (int index = 0; index < coordsCount; index++)
|
|
|
{
|
|
{
|
|
|
- for (int index = 0; index < coordsCount; index++)
|
|
|
|
|
- {
|
|
|
|
|
- Operand source = sources[coordsIndex + index];
|
|
|
|
|
|
|
+ Operand source = sources[coordsIndex + index];
|
|
|
|
|
|
|
|
- Operand coordPlusOffset = Local();
|
|
|
|
|
|
|
+ Operand coordPlusOffset = Local();
|
|
|
|
|
|
|
|
- node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
|
|
|
|
|
|
|
+ node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
|
|
|
|
|
|
|
|
- sources[coordsIndex + index] = coordPlusOffset;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ sources[coordsIndex + index] = coordPlusOffset;
|
|
|
}
|
|
}
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- config.SetUsedFeature(FeatureFlags.IntegerSampling);
|
|
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ config.SetUsedFeature(FeatureFlags.IntegerSampling);
|
|
|
|
|
|
|
|
- Operand[] texSizes = InsertTextureSize(node, texOp, lodSources, bindlessHandle, coordsCount);
|
|
|
|
|
|
|
+ Operand[] texSizes = InsertTextureLod(node, texOp, lodSources, bindlessHandle, coordsCount);
|
|
|
|
|
|
|
|
- for (int index = 0; index < coordsCount; index++)
|
|
|
|
|
- {
|
|
|
|
|
- config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
|
|
|
|
|
|
|
+ for (int index = 0; index < coordsCount; index++)
|
|
|
|
|
+ {
|
|
|
|
|
+ config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
|
|
|
|
|
|
|
|
- Operand offset = Local();
|
|
|
|
|
|
|
+ Operand offset = Local();
|
|
|
|
|
|
|
|
- Operand intOffset = offsets[index];
|
|
|
|
|
|
|
+ Operand intOffset = offsets[index];
|
|
|
|
|
|
|
|
- node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(texSizes[index])));
|
|
|
|
|
|
|
+ node.List.AddBefore(node, new Operation(
|
|
|
|
|
+ Instruction.FP32 | Instruction.Divide,
|
|
|
|
|
+ offset,
|
|
|
|
|
+ GenerateI2f(node, intOffset),
|
|
|
|
|
+ GenerateI2f(node, texSizes[index])));
|
|
|
|
|
|
|
|
- Operand source = sources[coordsIndex + index];
|
|
|
|
|
|
|
+ Operand source = sources[coordsIndex + index];
|
|
|
|
|
|
|
|
- Operand coordPlusOffset = Local();
|
|
|
|
|
|
|
+ Operand coordPlusOffset = Local();
|
|
|
|
|
|
|
|
- node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
|
|
|
|
|
|
|
+ node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
|
|
|
|
|
|
|
|
- sources[coordsIndex + index] = coordPlusOffset;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ sources[coordsIndex + index] = coordPlusOffset;
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
@@ -669,22 +881,13 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|
|
return node;
|
|
return node;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- private static Operand[] InsertTextureSize(
|
|
|
|
|
|
|
+ private static Operand[] InsertTextureLod(
|
|
|
LinkedListNode<INode> node,
|
|
LinkedListNode<INode> node,
|
|
|
TextureOperation texOp,
|
|
TextureOperation texOp,
|
|
|
Operand[] lodSources,
|
|
Operand[] lodSources,
|
|
|
Operand bindlessHandle,
|
|
Operand bindlessHandle,
|
|
|
int coordsCount)
|
|
int coordsCount)
|
|
|
{
|
|
{
|
|
|
- Operand Int(Operand value)
|
|
|
|
|
- {
|
|
|
|
|
- Operand res = Local();
|
|
|
|
|
-
|
|
|
|
|
- node.List.AddBefore(node, new Operation(Instruction.ConvertFP32ToS32, res, value));
|
|
|
|
|
-
|
|
|
|
|
- return res;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
Operand[] texSizes = new Operand[coordsCount];
|
|
Operand[] texSizes = new Operand[coordsCount];
|
|
|
|
|
|
|
|
Operand lod = Local();
|
|
Operand lod = Local();
|
|
@@ -708,11 +911,11 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|
|
|
|
|
|
|
if (bindlessHandle != null)
|
|
if (bindlessHandle != null)
|
|
|
{
|
|
{
|
|
|
- texSizeSources = new Operand[] { bindlessHandle, Int(lod) };
|
|
|
|
|
|
|
+ texSizeSources = new Operand[] { bindlessHandle, GenerateF2i(node, lod) };
|
|
|
}
|
|
}
|
|
|
else
|
|
else
|
|
|
{
|
|
{
|
|
|
- texSizeSources = new Operand[] { Int(lod) };
|
|
|
|
|
|
|
+ texSizeSources = new Operand[] { GenerateF2i(node, lod) };
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
node.List.AddBefore(node, new TextureOperation(
|
|
node.List.AddBefore(node, new TextureOperation(
|
|
@@ -796,6 +999,24 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|
|
return node;
|
|
return node;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
+ private static Operand GenerateI2f(LinkedListNode<INode> node, Operand value)
|
|
|
|
|
+ {
|
|
|
|
|
+ Operand res = Local();
|
|
|
|
|
+
|
|
|
|
|
+ node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP32, res, value));
|
|
|
|
|
+
|
|
|
|
|
+ return res;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ private static Operand GenerateF2i(LinkedListNode<INode> node, Operand value)
|
|
|
|
|
+ {
|
|
|
|
|
+ Operand res = Local();
|
|
|
|
|
+
|
|
|
|
|
+ node.List.AddBefore(node, new Operation(Instruction.ConvertFP32ToS32, res, value));
|
|
|
|
|
+
|
|
|
|
|
+ return res;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
private static bool ReplaceConstantBufferWithDrawParameters(LinkedListNode<INode> node, Operation operation)
|
|
private static bool ReplaceConstantBufferWithDrawParameters(LinkedListNode<INode> node, Operation operation)
|
|
|
{
|
|
{
|
|
|
Operand GenerateLoad(IoVariable ioVariable)
|
|
Operand GenerateLoad(IoVariable ioVariable)
|