diff options
Diffstat (limited to 'src/video_core/shader/decode/texture.cpp')
-rw-r--r-- | src/video_core/shader/decode/texture.cpp | 58 |
1 files changed, 52 insertions, 6 deletions
diff --git a/src/video_core/shader/decode/texture.cpp b/src/video_core/shader/decode/texture.cpp index a775b402b..23f2ad999 100644 --- a/src/video_core/shader/decode/texture.cpp +++ b/src/video_core/shader/decode/texture.cpp @@ -57,6 +57,23 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) { GetTexCode(instr, texture_type, process_mode, depth_compare, is_array, is_aoffi)); break; } + case OpCode::Id::TEX_B: { + UNIMPLEMENTED_IF_MSG(instr.tex.UsesMiscMode(TextureMiscMode::AOFFI), + "AOFFI is not implemented"); + + if (instr.tex.UsesMiscMode(TextureMiscMode::NODEP)) { + LOG_WARNING(HW_GPU, "TEX.NODEP implementation is incomplete"); + } + + const TextureType texture_type{instr.tex.texture_type}; + const bool is_array = instr.tex.array != 0; + const bool depth_compare = instr.tex.UsesMiscMode(TextureMiscMode::DC); + const auto process_mode = instr.tex.GetTextureProcessMode(); + WriteTexInstructionFloat(bb, instr, + GetTexCode(instr, texture_type, process_mode, depth_compare, + is_array, true, instr.gpr20)); + break; + } case OpCode::Id::TEXS: { const TextureType texture_type{instr.texs.GetTextureType()}; const bool is_array{instr.texs.IsArrayTexture()}; @@ -250,10 +267,36 @@ const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, Textu // Otherwise create a new mapping for this sampler const std::size_t next_index = used_samplers.size(); - const Sampler entry{offset, next_index, type, is_array, is_shadow}; + const Sampler entry{offset, next_index, type, is_array, is_shadow, false}; return *used_samplers.emplace(entry).first; } +const Sampler& ShaderIR::GetBindlessSampler(const Tegra::Shader::Register& reg, + TextureType type, bool is_array, bool is_shadow) { + + const Node sampler_register = GetRegister(reg); + const Node base_sampler = TrackCbuf(sampler_register, global_code, static_cast<s64>(global_code.size())); + const auto cbuf = std::get_if<CbufNode>(base_sampler); + const auto cbuf_offset_imm = std::get_if<ImmediateNode>(cbuf->GetOffset()); + ASSERT(cbuf_offset_imm != nullptr); + const auto cbuf_offset = cbuf_offset_imm->GetValue(); + const auto cbuf_index = cbuf->GetIndex(); + const std::pair<u32, u32> cbuf_pair = {cbuf_index, cbuf_offset}; + + // If this sampler has already been used, return the existing mapping. + if (used_bindless_samplers.count(cbuf_pair) > 0) { + const auto& sampler = used_bindless_samplers[cbuf_pair]; + ASSERT(sampler.GetType() == type && sampler.IsArray() == is_array && + sampler.IsShadow() == is_shadow); + return sampler; + } + + // Otherwise create a new mapping for this sampler + const std::size_t next_index = used_bindless_samplers.size(); + const Sampler entry{0, next_index, type, is_array, is_shadow, true}; + return (*used_bindless_samplers.emplace(std::make_pair(cbuf_pair, entry)).first).second; +} + void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) { u32 dest_elem = 0; for (u32 elem = 0; elem < 4; ++elem) { @@ -325,8 +368,8 @@ void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr, Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type, TextureProcessMode process_mode, std::vector<Node> coords, - Node array, Node depth_compare, u32 bias_offset, - std::vector<Node> aoffi) { + Node array, Node depth_compare, u32 bias_offset, std::vector<Node> aoffi, bool is_bindless, + Register bindless_reg) { const bool is_array = array; const bool is_shadow = depth_compare; @@ -334,7 +377,9 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type, (texture_type == TextureType::TextureCube && is_array && is_shadow), "This method is not supported."); - const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, is_shadow); + const auto& sampler = !is_bindless + ? GetSampler(instr.sampler, texture_type, is_array, is_shadow) + : GetBindlessSampler(bindless_reg, texture_type, is_array, is_shadow); const bool lod_needed = process_mode == TextureProcessMode::LZ || process_mode == TextureProcessMode::LL || @@ -384,7 +429,7 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type, Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type, TextureProcessMode process_mode, bool depth_compare, bool is_array, - bool is_aoffi) { + bool is_aoffi, bool is_bindless, Register bindless_reg) { const bool lod_bias_enabled{ (process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ)}; @@ -423,7 +468,8 @@ Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type, dc = GetRegister(parameter_register++); } - return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, 0, aoffi); + return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, 0, aoffi, is_bindless, + bindless_reg); } Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type, |