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-rw-r--r--src/video_core/shader/decode/memory.cpp493
-rw-r--r--src/video_core/shader/decode/texture.cpp534
2 files changed, 534 insertions, 493 deletions
diff --git a/src/video_core/shader/decode/memory.cpp b/src/video_core/shader/decode/memory.cpp
index 38f01ca50..ea3c71eed 100644
--- a/src/video_core/shader/decode/memory.cpp
+++ b/src/video_core/shader/decode/memory.cpp
@@ -17,24 +17,6 @@ using Tegra::Shader::Attribute;
using Tegra::Shader::Instruction;
using Tegra::Shader::OpCode;
using Tegra::Shader::Register;
-using Tegra::Shader::TextureMiscMode;
-using Tegra::Shader::TextureProcessMode;
-using Tegra::Shader::TextureType;
-
-static std::size_t GetCoordCount(TextureType texture_type) {
- switch (texture_type) {
- case TextureType::Texture1D:
- return 1;
- case TextureType::Texture2D:
- return 2;
- case TextureType::Texture3D:
- case TextureType::TextureCube:
- return 3;
- default:
- UNIMPLEMENTED_MSG("Unhandled texture type: {}", static_cast<u32>(texture_type));
- return 0;
- }
-}
u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
const Instruction instr = {program_code[pc]};
@@ -247,194 +229,6 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
}
break;
}
- case OpCode::Id::TEX: {
- 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));
- break;
- }
- case OpCode::Id::TEXS: {
- const TextureType texture_type{instr.texs.GetTextureType()};
- const bool is_array{instr.texs.IsArrayTexture()};
- const bool depth_compare = instr.texs.UsesMiscMode(TextureMiscMode::DC);
- const auto process_mode = instr.texs.GetTextureProcessMode();
-
- if (instr.texs.UsesMiscMode(TextureMiscMode::NODEP)) {
- LOG_WARNING(HW_GPU, "TEXS.NODEP implementation is incomplete");
- }
-
- const Node4 components =
- GetTexsCode(instr, texture_type, process_mode, depth_compare, is_array);
-
- if (instr.texs.fp32_flag) {
- WriteTexsInstructionFloat(bb, instr, components);
- } else {
- WriteTexsInstructionHalfFloat(bb, instr, components);
- }
- break;
- }
- case OpCode::Id::TLD4: {
- ASSERT(instr.tld4.array == 0);
- UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::AOFFI),
- "AOFFI is not implemented");
- UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::NDV),
- "NDV is not implemented");
- UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::PTP),
- "PTP is not implemented");
-
- if (instr.tld4.UsesMiscMode(TextureMiscMode::NODEP)) {
- LOG_WARNING(HW_GPU, "TLD4.NODEP implementation is incomplete");
- }
-
- const auto texture_type = instr.tld4.texture_type.Value();
- const bool depth_compare = instr.tld4.UsesMiscMode(TextureMiscMode::DC);
- const bool is_array = instr.tld4.array != 0;
- WriteTexInstructionFloat(bb, instr,
- GetTld4Code(instr, texture_type, depth_compare, is_array));
- break;
- }
- case OpCode::Id::TLD4S: {
- UNIMPLEMENTED_IF_MSG(instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI),
- "AOFFI is not implemented");
- if (instr.tld4s.UsesMiscMode(TextureMiscMode::NODEP)) {
- LOG_WARNING(HW_GPU, "TLD4S.NODEP implementation is incomplete");
- }
-
- const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
- const Node op_a = GetRegister(instr.gpr8);
- const Node op_b = GetRegister(instr.gpr20);
-
- // TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
- std::vector<Node> coords;
- if (depth_compare) {
- // Note: TLD4S coordinate encoding works just like TEXS's
- const Node op_y = GetRegister(instr.gpr8.Value() + 1);
- coords.push_back(op_a);
- coords.push_back(op_y);
- coords.push_back(op_b);
- } else {
- coords.push_back(op_a);
- coords.push_back(op_b);
- }
- std::vector<Node> extras;
- extras.push_back(Immediate(static_cast<u32>(instr.tld4s.component)));
-
- const auto& sampler =
- GetSampler(instr.sampler, TextureType::Texture2D, false, depth_compare);
-
- Node4 values;
- for (u32 element = 0; element < values.size(); ++element) {
- auto coords_copy = coords;
- MetaTexture meta{sampler, {}, {}, extras, element};
- values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
- }
-
- WriteTexsInstructionFloat(bb, instr, values);
- break;
- }
- case OpCode::Id::TXQ: {
- if (instr.txq.UsesMiscMode(TextureMiscMode::NODEP)) {
- LOG_WARNING(HW_GPU, "TXQ.NODEP implementation is incomplete");
- }
-
- // TODO: The new commits on the texture refactor, change the way samplers work.
- // Sadly, not all texture instructions specify the type of texture their sampler
- // uses. This must be fixed at a later instance.
- const auto& sampler =
- GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false, false);
-
- u32 indexer = 0;
- switch (instr.txq.query_type) {
- case Tegra::Shader::TextureQueryType::Dimension: {
- for (u32 element = 0; element < 4; ++element) {
- if (!instr.txq.IsComponentEnabled(element)) {
- continue;
- }
- MetaTexture meta{sampler, {}, {}, {}, element};
- const Node value =
- Operation(OperationCode::TextureQueryDimensions, meta, GetRegister(instr.gpr8));
- SetTemporal(bb, indexer++, value);
- }
- for (u32 i = 0; i < indexer; ++i) {
- SetRegister(bb, instr.gpr0.Value() + i, GetTemporal(i));
- }
- break;
- }
- default:
- UNIMPLEMENTED_MSG("Unhandled texture query type: {}",
- static_cast<u32>(instr.txq.query_type.Value()));
- }
- break;
- }
- case OpCode::Id::TMML: {
- UNIMPLEMENTED_IF_MSG(instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
- "NDV is not implemented");
-
- if (instr.tmml.UsesMiscMode(TextureMiscMode::NODEP)) {
- LOG_WARNING(HW_GPU, "TMML.NODEP implementation is incomplete");
- }
-
- auto texture_type = instr.tmml.texture_type.Value();
- const bool is_array = instr.tmml.array != 0;
- const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, false);
-
- std::vector<Node> coords;
-
- // TODO: Add coordinates for different samplers once other texture types are implemented.
- switch (texture_type) {
- case TextureType::Texture1D:
- coords.push_back(GetRegister(instr.gpr8));
- break;
- case TextureType::Texture2D:
- coords.push_back(GetRegister(instr.gpr8.Value() + 0));
- coords.push_back(GetRegister(instr.gpr8.Value() + 1));
- break;
- default:
- UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<u32>(texture_type));
-
- // Fallback to interpreting as a 2D texture for now
- coords.push_back(GetRegister(instr.gpr8.Value() + 0));
- coords.push_back(GetRegister(instr.gpr8.Value() + 1));
- texture_type = TextureType::Texture2D;
- }
-
- for (u32 element = 0; element < 2; ++element) {
- auto params = coords;
- MetaTexture meta{sampler, {}, {}, {}, element};
- const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
- SetTemporal(bb, element, value);
- }
- for (u32 element = 0; element < 2; ++element) {
- SetRegister(bb, instr.gpr0.Value() + element, GetTemporal(element));
- }
-
- break;
- }
- case OpCode::Id::TLDS: {
- const Tegra::Shader::TextureType texture_type{instr.tlds.GetTextureType()};
- const bool is_array{instr.tlds.IsArrayTexture()};
-
- UNIMPLEMENTED_IF_MSG(instr.tlds.UsesMiscMode(TextureMiscMode::AOFFI),
- "AOFFI is not implemented");
- UNIMPLEMENTED_IF_MSG(instr.tlds.UsesMiscMode(TextureMiscMode::MZ), "MZ is not implemented");
-
- if (instr.tlds.UsesMiscMode(TextureMiscMode::NODEP)) {
- LOG_WARNING(HW_GPU, "TLDS.NODEP implementation is incomplete");
- }
-
- WriteTexsInstructionFloat(bb, instr, GetTldsCode(instr, texture_type, is_array));
- break;
- }
default:
UNIMPLEMENTED_MSG("Unhandled memory instruction: {}", opcode->get().GetName());
}
@@ -442,291 +236,4 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
return pc;
}
-const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, TextureType type,
- bool is_array, bool is_shadow) {
- const auto offset = static_cast<std::size_t>(sampler.index.Value());
-
- // If this sampler has already been used, return the existing mapping.
- const auto itr =
- std::find_if(used_samplers.begin(), used_samplers.end(),
- [&](const Sampler& entry) { return entry.GetOffset() == offset; });
- if (itr != used_samplers.end()) {
- ASSERT(itr->GetType() == type && itr->IsArray() == is_array &&
- itr->IsShadow() == is_shadow);
- return *itr;
- }
-
- // 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};
- return *used_samplers.emplace(entry).first;
-}
-
-void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
- u32 dest_elem = 0;
- for (u32 elem = 0; elem < 4; ++elem) {
- if (!instr.tex.IsComponentEnabled(elem)) {
- // Skip disabled components
- continue;
- }
- SetTemporal(bb, dest_elem++, components[elem]);
- }
- // After writing values in temporals, move them to the real registers
- for (u32 i = 0; i < dest_elem; ++i) {
- SetRegister(bb, instr.gpr0.Value() + i, GetTemporal(i));
- }
-}
-
-void ShaderIR::WriteTexsInstructionFloat(NodeBlock& bb, Instruction instr,
- const Node4& components) {
- // TEXS has two destination registers and a swizzle. The first two elements in the swizzle
- // go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
-
- u32 dest_elem = 0;
- for (u32 component = 0; component < 4; ++component) {
- if (!instr.texs.IsComponentEnabled(component))
- continue;
- SetTemporal(bb, dest_elem++, components[component]);
- }
-
- for (u32 i = 0; i < dest_elem; ++i) {
- if (i < 2) {
- // Write the first two swizzle components to gpr0 and gpr0+1
- SetRegister(bb, instr.gpr0.Value() + i % 2, GetTemporal(i));
- } else {
- ASSERT(instr.texs.HasTwoDestinations());
- // Write the rest of the swizzle components to gpr28 and gpr28+1
- SetRegister(bb, instr.gpr28.Value() + i % 2, GetTemporal(i));
- }
- }
-}
-
-void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr,
- const Node4& components) {
- // TEXS.F16 destionation registers are packed in two registers in pairs (just like any half
- // float instruction).
-
- Node4 values;
- u32 dest_elem = 0;
- for (u32 component = 0; component < 4; ++component) {
- if (!instr.texs.IsComponentEnabled(component))
- continue;
- values[dest_elem++] = components[component];
- }
- if (dest_elem == 0)
- return;
-
- std::generate(values.begin() + dest_elem, values.end(), [&]() { return Immediate(0); });
-
- const Node first_value = Operation(OperationCode::HPack2, values[0], values[1]);
- if (dest_elem <= 2) {
- SetRegister(bb, instr.gpr0, first_value);
- return;
- }
-
- SetTemporal(bb, 0, first_value);
- SetTemporal(bb, 1, Operation(OperationCode::HPack2, values[2], values[3]));
-
- SetRegister(bb, instr.gpr0, GetTemporal(0));
- SetRegister(bb, instr.gpr28, GetTemporal(1));
-}
-
-Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
- TextureProcessMode process_mode, std::vector<Node> coords,
- Node array, Node depth_compare, u32 bias_offset) {
- const bool is_array = array;
- const bool is_shadow = depth_compare;
-
- UNIMPLEMENTED_IF_MSG((texture_type == TextureType::Texture3D && (is_array || is_shadow)) ||
- (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 bool lod_needed = process_mode == TextureProcessMode::LZ ||
- process_mode == TextureProcessMode::LL ||
- process_mode == TextureProcessMode::LLA;
-
- // LOD selection (either via bias or explicit textureLod) not supported in GL for
- // sampler2DArrayShadow and samplerCubeArrayShadow.
- const bool gl_lod_supported =
- !((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && is_shadow) ||
- (texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
-
- const OperationCode read_method =
- lod_needed && gl_lod_supported ? OperationCode::TextureLod : OperationCode::Texture;
-
- UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
-
- std::vector<Node> extras;
- if (process_mode != TextureProcessMode::None && gl_lod_supported) {
- if (process_mode == TextureProcessMode::LZ) {
- extras.push_back(Immediate(0.0f));
- } else {
- // If present, lod or bias are always stored in the register indexed by the gpr20
- // field with an offset depending on the usage of the other registers
- extras.push_back(GetRegister(instr.gpr20.Value() + bias_offset));
- }
- }
-
- Node4 values;
- for (u32 element = 0; element < values.size(); ++element) {
- auto copy_coords = coords;
- MetaTexture meta{sampler, array, depth_compare, extras, element};
- values[element] = Operation(read_method, meta, std::move(copy_coords));
- }
-
- return values;
-}
-
-Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
- TextureProcessMode process_mode, bool depth_compare, bool is_array) {
- const bool lod_bias_enabled =
- (process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ);
-
- const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement(
- texture_type, depth_compare, is_array, lod_bias_enabled, 4, 5);
- // If enabled arrays index is always stored in the gpr8 field
- const u64 array_register = instr.gpr8.Value();
- // First coordinate index is the gpr8 or gpr8 + 1 when arrays are used
- const u64 coord_register = array_register + (is_array ? 1 : 0);
-
- std::vector<Node> coords;
- for (std::size_t i = 0; i < coord_count; ++i) {
- coords.push_back(GetRegister(coord_register + i));
- }
- // 1D.DC in OpenGL the 2nd component is ignored.
- if (depth_compare && !is_array && texture_type == TextureType::Texture1D) {
- coords.push_back(Immediate(0.0f));
- }
-
- const Node array = is_array ? GetRegister(array_register) : nullptr;
-
- Node dc{};
- if (depth_compare) {
- // Depth is always stored in the register signaled by gpr20 or in the next register if lod
- // or bias are used
- const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
- dc = GetRegister(depth_register);
- }
-
- return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, 0);
-}
-
-Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
- TextureProcessMode process_mode, bool depth_compare, bool is_array) {
- const bool lod_bias_enabled =
- (process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ);
-
- const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement(
- texture_type, depth_compare, is_array, lod_bias_enabled, 4, 4);
- // If enabled arrays index is always stored in the gpr8 field
- const u64 array_register = instr.gpr8.Value();
- // First coordinate index is stored in gpr8 field or (gpr8 + 1) when arrays are used
- const u64 coord_register = array_register + (is_array ? 1 : 0);
- const u64 last_coord_register =
- (is_array || !(lod_bias_enabled || depth_compare) || (coord_count > 2))
- ? static_cast<u64>(instr.gpr20.Value())
- : coord_register + 1;
- const u32 bias_offset = coord_count > 2 ? 1 : 0;
-
- std::vector<Node> coords;
- for (std::size_t i = 0; i < coord_count; ++i) {
- const bool last = (i == (coord_count - 1)) && (coord_count > 1);
- coords.push_back(GetRegister(last ? last_coord_register : coord_register + i));
- }
-
- const Node array = is_array ? GetRegister(array_register) : nullptr;
-
- Node dc{};
- if (depth_compare) {
- // Depth is always stored in the register signaled by gpr20 or in the next register if lod
- // or bias are used
- const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
- dc = GetRegister(depth_register);
- }
-
- return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_offset);
-}
-
-Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool depth_compare,
- bool is_array) {
- const std::size_t coord_count = GetCoordCount(texture_type);
- const std::size_t total_coord_count = coord_count + (is_array ? 1 : 0);
- const std::size_t total_reg_count = total_coord_count + (depth_compare ? 1 : 0);
-
- // If enabled arrays index is always stored in the gpr8 field
- const u64 array_register = instr.gpr8.Value();
- // First coordinate index is the gpr8 or gpr8 + 1 when arrays are used
- const u64 coord_register = array_register + (is_array ? 1 : 0);
-
- std::vector<Node> coords;
- for (size_t i = 0; i < coord_count; ++i)
- coords.push_back(GetRegister(coord_register + i));
-
- const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, depth_compare);
-
- Node4 values;
- for (u32 element = 0; element < values.size(); ++element) {
- auto coords_copy = coords;
- MetaTexture meta{sampler, GetRegister(array_register), {}, {}, element};
- values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
- }
-
- return values;
-}
-
-Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is_array) {
- const std::size_t type_coord_count = GetCoordCount(texture_type);
- const bool lod_enabled = instr.tlds.GetTextureProcessMode() == TextureProcessMode::LL;
-
- // If enabled arrays index is always stored in the gpr8 field
- const u64 array_register = instr.gpr8.Value();
- // if is array gpr20 is used
- const u64 coord_register = is_array ? instr.gpr20.Value() : instr.gpr8.Value();
-
- const u64 last_coord_register =
- ((type_coord_count > 2) || (type_coord_count == 2 && !lod_enabled)) && !is_array
- ? static_cast<u64>(instr.gpr20.Value())
- : coord_register + 1;
-
- std::vector<Node> coords;
- for (std::size_t i = 0; i < type_coord_count; ++i) {
- const bool last = (i == (type_coord_count - 1)) && (type_coord_count > 1);
- coords.push_back(GetRegister(last ? last_coord_register : coord_register + i));
- }
-
- const Node array = is_array ? GetRegister(array_register) : nullptr;
- // When lod is used always is in gpr20
- const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
-
- const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, false);
-
- Node4 values;
- for (u32 element = 0; element < values.size(); ++element) {
- auto coords_copy = coords;
- MetaTexture meta{sampler, array, {}, {lod}, element};
- values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy));
- }
- return values;
-}
-
-std::tuple<std::size_t, std::size_t> ShaderIR::ValidateAndGetCoordinateElement(
- TextureType texture_type, bool depth_compare, bool is_array, bool lod_bias_enabled,
- std::size_t max_coords, std::size_t max_inputs) {
- const std::size_t coord_count = GetCoordCount(texture_type);
-
- std::size_t total_coord_count = coord_count + (is_array ? 1 : 0) + (depth_compare ? 1 : 0);
- const std::size_t total_reg_count = total_coord_count + (lod_bias_enabled ? 1 : 0);
- if (total_coord_count > max_coords || total_reg_count > max_inputs) {
- UNIMPLEMENTED_MSG("Unsupported Texture operation");
- total_coord_count = std::min(total_coord_count, max_coords);
- }
- // 1D.DC OpenGL is using a vec3 but 2nd component is ignored later.
- total_coord_count +=
- (depth_compare && !is_array && texture_type == TextureType::Texture1D) ? 1 : 0;
-
- return {coord_count, total_coord_count};
-}
-
} // namespace VideoCommon::Shader
diff --git a/src/video_core/shader/decode/texture.cpp b/src/video_core/shader/decode/texture.cpp
new file mode 100644
index 000000000..a99ae19bf
--- /dev/null
+++ b/src/video_core/shader/decode/texture.cpp
@@ -0,0 +1,534 @@
+// Copyright 2019 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include <algorithm>
+#include <vector>
+#include <fmt/format.h>
+
+#include "common/assert.h"
+#include "common/common_types.h"
+#include "video_core/engines/shader_bytecode.h"
+#include "video_core/shader/shader_ir.h"
+
+namespace VideoCommon::Shader {
+
+using Tegra::Shader::Instruction;
+using Tegra::Shader::OpCode;
+using Tegra::Shader::Register;
+using Tegra::Shader::TextureMiscMode;
+using Tegra::Shader::TextureProcessMode;
+using Tegra::Shader::TextureType;
+
+static std::size_t GetCoordCount(TextureType texture_type) {
+ switch (texture_type) {
+ case TextureType::Texture1D:
+ return 1;
+ case TextureType::Texture2D:
+ return 2;
+ case TextureType::Texture3D:
+ case TextureType::TextureCube:
+ return 3;
+ default:
+ UNIMPLEMENTED_MSG("Unhandled texture type: {}", static_cast<u32>(texture_type));
+ return 0;
+ }
+}
+
+u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
+ const Instruction instr = {program_code[pc]};
+ const auto opcode = OpCode::Decode(instr);
+
+ switch (opcode->get().GetId()) {
+ case OpCode::Id::TEX: {
+ 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));
+ break;
+ }
+ case OpCode::Id::TEXS: {
+ const TextureType texture_type{instr.texs.GetTextureType()};
+ const bool is_array{instr.texs.IsArrayTexture()};
+ const bool depth_compare = instr.texs.UsesMiscMode(TextureMiscMode::DC);
+ const auto process_mode = instr.texs.GetTextureProcessMode();
+
+ if (instr.texs.UsesMiscMode(TextureMiscMode::NODEP)) {
+ LOG_WARNING(HW_GPU, "TEXS.NODEP implementation is incomplete");
+ }
+
+ const Node4 components =
+ GetTexsCode(instr, texture_type, process_mode, depth_compare, is_array);
+
+ if (instr.texs.fp32_flag) {
+ WriteTexsInstructionFloat(bb, instr, components);
+ } else {
+ WriteTexsInstructionHalfFloat(bb, instr, components);
+ }
+ break;
+ }
+ case OpCode::Id::TLD4: {
+ ASSERT(instr.tld4.array == 0);
+ UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::AOFFI),
+ "AOFFI is not implemented");
+ UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::NDV),
+ "NDV is not implemented");
+ UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::PTP),
+ "PTP is not implemented");
+
+ if (instr.tld4.UsesMiscMode(TextureMiscMode::NODEP)) {
+ LOG_WARNING(HW_GPU, "TLD4.NODEP implementation is incomplete");
+ }
+
+ const auto texture_type = instr.tld4.texture_type.Value();
+ const bool depth_compare = instr.tld4.UsesMiscMode(TextureMiscMode::DC);
+ const bool is_array = instr.tld4.array != 0;
+ WriteTexInstructionFloat(bb, instr,
+ GetTld4Code(instr, texture_type, depth_compare, is_array));
+ break;
+ }
+ case OpCode::Id::TLD4S: {
+ UNIMPLEMENTED_IF_MSG(instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI),
+ "AOFFI is not implemented");
+ if (instr.tld4s.UsesMiscMode(TextureMiscMode::NODEP)) {
+ LOG_WARNING(HW_GPU, "TLD4S.NODEP implementation is incomplete");
+ }
+
+ const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
+ const Node op_a = GetRegister(instr.gpr8);
+ const Node op_b = GetRegister(instr.gpr20);
+
+ // TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
+ std::vector<Node> coords;
+ if (depth_compare) {
+ // Note: TLD4S coordinate encoding works just like TEXS's
+ const Node op_y = GetRegister(instr.gpr8.Value() + 1);
+ coords.push_back(op_a);
+ coords.push_back(op_y);
+ coords.push_back(op_b);
+ } else {
+ coords.push_back(op_a);
+ coords.push_back(op_b);
+ }
+ const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
+
+ const auto& sampler =
+ GetSampler(instr.sampler, TextureType::Texture2D, false, depth_compare);
+
+ Node4 values;
+ for (u32 element = 0; element < values.size(); ++element) {
+ auto coords_copy = coords;
+ MetaTexture meta{sampler, {}, {}, {}, {}, component, element};
+ values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
+ }
+
+ WriteTexsInstructionFloat(bb, instr, values);
+ break;
+ }
+ case OpCode::Id::TXQ: {
+ if (instr.txq.UsesMiscMode(TextureMiscMode::NODEP)) {
+ LOG_WARNING(HW_GPU, "TXQ.NODEP implementation is incomplete");
+ }
+
+ // TODO: The new commits on the texture refactor, change the way samplers work.
+ // Sadly, not all texture instructions specify the type of texture their sampler
+ // uses. This must be fixed at a later instance.
+ const auto& sampler =
+ GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false, false);
+
+ u32 indexer = 0;
+ switch (instr.txq.query_type) {
+ case Tegra::Shader::TextureQueryType::Dimension: {
+ for (u32 element = 0; element < 4; ++element) {
+ if (!instr.txq.IsComponentEnabled(element)) {
+ continue;
+ }
+ MetaTexture meta{sampler, {}, {}, {}, {}, {}, element};
+ const Node value =
+ Operation(OperationCode::TextureQueryDimensions, meta, GetRegister(instr.gpr8));
+ SetTemporal(bb, indexer++, value);
+ }
+ for (u32 i = 0; i < indexer; ++i) {
+ SetRegister(bb, instr.gpr0.Value() + i, GetTemporal(i));
+ }
+ break;
+ }
+ default:
+ UNIMPLEMENTED_MSG("Unhandled texture query type: {}",
+ static_cast<u32>(instr.txq.query_type.Value()));
+ }
+ break;
+ }
+ case OpCode::Id::TMML: {
+ UNIMPLEMENTED_IF_MSG(instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
+ "NDV is not implemented");
+
+ if (instr.tmml.UsesMiscMode(TextureMiscMode::NODEP)) {
+ LOG_WARNING(HW_GPU, "TMML.NODEP implementation is incomplete");
+ }
+
+ auto texture_type = instr.tmml.texture_type.Value();
+ const bool is_array = instr.tmml.array != 0;
+ const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, false);
+
+ std::vector<Node> coords;
+
+ // TODO: Add coordinates for different samplers once other texture types are implemented.
+ switch (texture_type) {
+ case TextureType::Texture1D:
+ coords.push_back(GetRegister(instr.gpr8));
+ break;
+ case TextureType::Texture2D:
+ coords.push_back(GetRegister(instr.gpr8.Value() + 0));
+ coords.push_back(GetRegister(instr.gpr8.Value() + 1));
+ break;
+ default:
+ UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<u32>(texture_type));
+
+ // Fallback to interpreting as a 2D texture for now
+ coords.push_back(GetRegister(instr.gpr8.Value() + 0));
+ coords.push_back(GetRegister(instr.gpr8.Value() + 1));
+ texture_type = TextureType::Texture2D;
+ }
+
+ for (u32 element = 0; element < 2; ++element) {
+ auto params = coords;
+ MetaTexture meta{sampler, {}, {}, {}, {}, {}, element};
+ const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
+ SetTemporal(bb, element, value);
+ }
+ for (u32 element = 0; element < 2; ++element) {
+ SetRegister(bb, instr.gpr0.Value() + element, GetTemporal(element));
+ }
+
+ break;
+ }
+ case OpCode::Id::TLDS: {
+ const Tegra::Shader::TextureType texture_type{instr.tlds.GetTextureType()};
+ const bool is_array{instr.tlds.IsArrayTexture()};
+
+ UNIMPLEMENTED_IF_MSG(instr.tlds.UsesMiscMode(TextureMiscMode::AOFFI),
+ "AOFFI is not implemented");
+ UNIMPLEMENTED_IF_MSG(instr.tlds.UsesMiscMode(TextureMiscMode::MZ), "MZ is not implemented");
+
+ if (instr.tlds.UsesMiscMode(TextureMiscMode::NODEP)) {
+ LOG_WARNING(HW_GPU, "TLDS.NODEP implementation is incomplete");
+ }
+
+ WriteTexsInstructionFloat(bb, instr, GetTldsCode(instr, texture_type, is_array));
+ break;
+ }
+ default:
+ UNIMPLEMENTED_MSG("Unhandled memory instruction: {}", opcode->get().GetName());
+ }
+
+ return pc;
+}
+
+const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, TextureType type,
+ bool is_array, bool is_shadow) {
+ const auto offset = static_cast<std::size_t>(sampler.index.Value());
+
+ // If this sampler has already been used, return the existing mapping.
+ const auto itr =
+ std::find_if(used_samplers.begin(), used_samplers.end(),
+ [&](const Sampler& entry) { return entry.GetOffset() == offset; });
+ if (itr != used_samplers.end()) {
+ ASSERT(itr->GetType() == type && itr->IsArray() == is_array &&
+ itr->IsShadow() == is_shadow);
+ return *itr;
+ }
+
+ // 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};
+ return *used_samplers.emplace(entry).first;
+}
+
+void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
+ u32 dest_elem = 0;
+ for (u32 elem = 0; elem < 4; ++elem) {
+ if (!instr.tex.IsComponentEnabled(elem)) {
+ // Skip disabled components
+ continue;
+ }
+ SetTemporal(bb, dest_elem++, components[elem]);
+ }
+ // After writing values in temporals, move them to the real registers
+ for (u32 i = 0; i < dest_elem; ++i) {
+ SetRegister(bb, instr.gpr0.Value() + i, GetTemporal(i));
+ }
+}
+
+void ShaderIR::WriteTexsInstructionFloat(NodeBlock& bb, Instruction instr,
+ const Node4& components) {
+ // TEXS has two destination registers and a swizzle. The first two elements in the swizzle
+ // go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
+
+ u32 dest_elem = 0;
+ for (u32 component = 0; component < 4; ++component) {
+ if (!instr.texs.IsComponentEnabled(component))
+ continue;
+ SetTemporal(bb, dest_elem++, components[component]);
+ }
+
+ for (u32 i = 0; i < dest_elem; ++i) {
+ if (i < 2) {
+ // Write the first two swizzle components to gpr0 and gpr0+1
+ SetRegister(bb, instr.gpr0.Value() + i % 2, GetTemporal(i));
+ } else {
+ ASSERT(instr.texs.HasTwoDestinations());
+ // Write the rest of the swizzle components to gpr28 and gpr28+1
+ SetRegister(bb, instr.gpr28.Value() + i % 2, GetTemporal(i));
+ }
+ }
+}
+
+void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr,
+ const Node4& components) {
+ // TEXS.F16 destionation registers are packed in two registers in pairs (just like any half
+ // float instruction).
+
+ Node4 values;
+ u32 dest_elem = 0;
+ for (u32 component = 0; component < 4; ++component) {
+ if (!instr.texs.IsComponentEnabled(component))
+ continue;
+ values[dest_elem++] = components[component];
+ }
+ if (dest_elem == 0)
+ return;
+
+ std::generate(values.begin() + dest_elem, values.end(), [&]() { return Immediate(0); });
+
+ const Node first_value = Operation(OperationCode::HPack2, values[0], values[1]);
+ if (dest_elem <= 2) {
+ SetRegister(bb, instr.gpr0, first_value);
+ return;
+ }
+
+ SetTemporal(bb, 0, first_value);
+ SetTemporal(bb, 1, Operation(OperationCode::HPack2, values[2], values[3]));
+
+ SetRegister(bb, instr.gpr0, GetTemporal(0));
+ SetRegister(bb, instr.gpr28, GetTemporal(1));
+}
+
+Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
+ TextureProcessMode process_mode, std::vector<Node> coords,
+ Node array, Node depth_compare, u32 bias_offset) {
+ const bool is_array = array;
+ const bool is_shadow = depth_compare;
+
+ UNIMPLEMENTED_IF_MSG((texture_type == TextureType::Texture3D && (is_array || is_shadow)) ||
+ (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 bool lod_needed = process_mode == TextureProcessMode::LZ ||
+ process_mode == TextureProcessMode::LL ||
+ process_mode == TextureProcessMode::LLA;
+
+ // LOD selection (either via bias or explicit textureLod) not supported in GL for
+ // sampler2DArrayShadow and samplerCubeArrayShadow.
+ const bool gl_lod_supported =
+ !((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && is_shadow) ||
+ (texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
+
+ const OperationCode read_method =
+ (lod_needed && gl_lod_supported) ? OperationCode::TextureLod : OperationCode::Texture;
+
+ UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
+
+ Node bias = {};
+ Node lod = {};
+ if (process_mode != TextureProcessMode::None && gl_lod_supported) {
+ switch (process_mode) {
+ case TextureProcessMode::LZ:
+ lod = Immediate(0.0f);
+ break;
+ case TextureProcessMode::LB:
+ // If present, lod or bias are always stored in the register indexed by the gpr20
+ // field with an offset depending on the usage of the other registers
+ bias = GetRegister(instr.gpr20.Value() + bias_offset);
+ break;
+ case TextureProcessMode::LL:
+ lod = GetRegister(instr.gpr20.Value() + bias_offset);
+ break;
+ default:
+ UNIMPLEMENTED_MSG("Unimplemented process mode={}", static_cast<u32>(process_mode));
+ break;
+ }
+ }
+
+ Node4 values;
+ for (u32 element = 0; element < values.size(); ++element) {
+ auto copy_coords = coords;
+ MetaTexture meta{sampler, array, depth_compare, bias, lod, {}, element};
+ values[element] = Operation(read_method, meta, std::move(copy_coords));
+ }
+
+ return values;
+}
+
+Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
+ TextureProcessMode process_mode, bool depth_compare, bool is_array) {
+ const bool lod_bias_enabled =
+ (process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ);
+
+ const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement(
+ texture_type, depth_compare, is_array, lod_bias_enabled, 4, 5);
+ // If enabled arrays index is always stored in the gpr8 field
+ const u64 array_register = instr.gpr8.Value();
+ // First coordinate index is the gpr8 or gpr8 + 1 when arrays are used
+ const u64 coord_register = array_register + (is_array ? 1 : 0);
+
+ std::vector<Node> coords;
+ for (std::size_t i = 0; i < coord_count; ++i) {
+ coords.push_back(GetRegister(coord_register + i));
+ }
+ // 1D.DC in OpenGL the 2nd component is ignored.
+ if (depth_compare && !is_array && texture_type == TextureType::Texture1D) {
+ coords.push_back(Immediate(0.0f));
+ }
+
+ const Node array = is_array ? GetRegister(array_register) : nullptr;
+
+ Node dc{};
+ if (depth_compare) {
+ // Depth is always stored in the register signaled by gpr20 or in the next register if lod
+ // or bias are used
+ const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
+ dc = GetRegister(depth_register);
+ }
+
+ return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, 0);
+}
+
+Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
+ TextureProcessMode process_mode, bool depth_compare, bool is_array) {
+ const bool lod_bias_enabled =
+ (process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ);
+
+ const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement(
+ texture_type, depth_compare, is_array, lod_bias_enabled, 4, 4);
+ // If enabled arrays index is always stored in the gpr8 field
+ const u64 array_register = instr.gpr8.Value();
+ // First coordinate index is stored in gpr8 field or (gpr8 + 1) when arrays are used
+ const u64 coord_register = array_register + (is_array ? 1 : 0);
+ const u64 last_coord_register =
+ (is_array || !(lod_bias_enabled || depth_compare) || (coord_count > 2))
+ ? static_cast<u64>(instr.gpr20.Value())
+ : coord_register + 1;
+ const u32 bias_offset = coord_count > 2 ? 1 : 0;
+
+ std::vector<Node> coords;
+ for (std::size_t i = 0; i < coord_count; ++i) {
+ const bool last = (i == (coord_count - 1)) && (coord_count > 1);
+ coords.push_back(GetRegister(last ? last_coord_register : coord_register + i));
+ }
+
+ const Node array = is_array ? GetRegister(array_register) : nullptr;
+
+ Node dc{};
+ if (depth_compare) {
+ // Depth is always stored in the register signaled by gpr20 or in the next register if lod
+ // or bias are used
+ const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
+ dc = GetRegister(depth_register);
+ }
+
+ return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_offset);
+}
+
+Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool depth_compare,
+ bool is_array) {
+ const std::size_t coord_count = GetCoordCount(texture_type);
+ const std::size_t total_coord_count = coord_count + (is_array ? 1 : 0);
+ const std::size_t total_reg_count = total_coord_count + (depth_compare ? 1 : 0);
+
+ // If enabled arrays index is always stored in the gpr8 field
+ const u64 array_register = instr.gpr8.Value();
+ // First coordinate index is the gpr8 or gpr8 + 1 when arrays are used
+ const u64 coord_register = array_register + (is_array ? 1 : 0);
+
+ std::vector<Node> coords;
+ for (size_t i = 0; i < coord_count; ++i)
+ coords.push_back(GetRegister(coord_register + i));
+
+ const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, depth_compare);
+
+ Node4 values;
+ for (u32 element = 0; element < values.size(); ++element) {
+ auto coords_copy = coords;
+ MetaTexture meta{sampler, GetRegister(array_register), {}, {}, {}, {}, element};
+ values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
+ }
+
+ return values;
+}
+
+Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is_array) {
+ const std::size_t type_coord_count = GetCoordCount(texture_type);
+ const bool lod_enabled = instr.tlds.GetTextureProcessMode() == TextureProcessMode::LL;
+
+ // If enabled arrays index is always stored in the gpr8 field
+ const u64 array_register = instr.gpr8.Value();
+ // if is array gpr20 is used
+ const u64 coord_register = is_array ? instr.gpr20.Value() : instr.gpr8.Value();
+
+ const u64 last_coord_register =
+ ((type_coord_count > 2) || (type_coord_count == 2 && !lod_enabled)) && !is_array
+ ? static_cast<u64>(instr.gpr20.Value())
+ : coord_register + 1;
+
+ std::vector<Node> coords;
+ for (std::size_t i = 0; i < type_coord_count; ++i) {
+ const bool last = (i == (type_coord_count - 1)) && (type_coord_count > 1);
+ coords.push_back(GetRegister(last ? last_coord_register : coord_register + i));
+ }
+
+ const Node array = is_array ? GetRegister(array_register) : nullptr;
+ // When lod is used always is in gpr20
+ const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
+
+ const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, false);
+
+ Node4 values;
+ for (u32 element = 0; element < values.size(); ++element) {
+ auto coords_copy = coords;
+ MetaTexture meta{sampler, array, {}, {}, lod, {}, element};
+ values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy));
+ }
+ return values;
+}
+
+std::tuple<std::size_t, std::size_t> ShaderIR::ValidateAndGetCoordinateElement(
+ TextureType texture_type, bool depth_compare, bool is_array, bool lod_bias_enabled,
+ std::size_t max_coords, std::size_t max_inputs) {
+ const std::size_t coord_count = GetCoordCount(texture_type);
+
+ std::size_t total_coord_count = coord_count + (is_array ? 1 : 0) + (depth_compare ? 1 : 0);
+ const std::size_t total_reg_count = total_coord_count + (lod_bias_enabled ? 1 : 0);
+ if (total_coord_count > max_coords || total_reg_count > max_inputs) {
+ UNIMPLEMENTED_MSG("Unsupported Texture operation");
+ total_coord_count = std::min(total_coord_count, max_coords);
+ }
+ // 1D.DC OpenGL is using a vec3 but 2nd component is ignored later.
+ total_coord_count +=
+ (depth_compare && !is_array && texture_type == TextureType::Texture1D) ? 1 : 0;
+
+ return {coord_count, total_coord_count};
+}
+
+} // namespace VideoCommon::Shader \ No newline at end of file