Add partial support to the TEX.B shader instruction (#342)

* Add partial support to the TEX.B shader instruction, fix for mixed indexed and non-indexed drawing

* Better exception
This commit is contained in:
gdkchan 2018-08-13 18:22:09 -03:00 committed by GitHub
parent 4518c52c65
commit 09593ae6d8
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
7 changed files with 153 additions and 42 deletions

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@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.Shader
@ -19,7 +20,7 @@ namespace Ryujinx.Graphics.Gal.Shader
public const int PositionOutAttrLocation = 15;
private const int AttrStartIndex = 8;
private const int TexStartIndex = 8;
private const int TexStartIndex = 8;
public const string PositionOutAttrName = "position";
@ -46,6 +47,8 @@ namespace Ryujinx.Graphics.Gal.Shader
private string StagePrefix;
private Dictionary<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
private Dictionary<int, ShaderDeclInfo> m_Textures;
private Dictionary<int, ShaderDeclInfo> m_Uniforms;
@ -56,6 +59,8 @@ namespace Ryujinx.Graphics.Gal.Shader
private Dictionary<int, ShaderDeclInfo> m_Gprs;
private Dictionary<int, ShaderDeclInfo> m_Preds;
public IReadOnlyDictionary<ShaderIrOp, ShaderDeclInfo> CbTextures => m_CbTextures;
public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
@ -72,8 +77,10 @@ namespace Ryujinx.Graphics.Gal.Shader
{
this.ShaderType = ShaderType;
m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
m_CbTextures = new Dictionary<ShaderIrOp, ShaderDeclInfo>();
m_Textures = new Dictionary<int, ShaderDeclInfo>();
m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
m_Attributes = new Dictionary<int, ShaderDeclInfo>();
m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
@ -89,14 +96,16 @@ namespace Ryujinx.Graphics.Gal.Shader
if (ShaderType == GalShaderType.Fragment)
{
m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, 0, 4));
m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, false, 0, 4));
}
foreach (ShaderIrBlock Block in Blocks)
{
foreach (ShaderIrNode Node in Block.GetNodes())
ShaderIrNode[] Nodes = Block.GetNodes();
foreach (ShaderIrNode Node in Nodes)
{
Traverse(null, Node);
Traverse(Nodes, null, Node);
}
}
}
@ -152,31 +161,31 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
private void Traverse(ShaderIrNode Parent, ShaderIrNode Node)
private void Traverse(ShaderIrNode[] Nodes, ShaderIrNode Parent, ShaderIrNode Node)
{
switch (Node)
{
case ShaderIrAsg Asg:
{
Traverse(Asg, Asg.Dst);
Traverse(Asg, Asg.Src);
Traverse(Nodes, Asg, Asg.Dst);
Traverse(Nodes, Asg, Asg.Src);
break;
}
case ShaderIrCond Cond:
{
Traverse(Cond, Cond.Pred);
Traverse(Cond, Cond.Child);
Traverse(Nodes, Cond, Cond.Pred);
Traverse(Nodes, Cond, Cond.Child);
break;
}
case ShaderIrOp Op:
{
Traverse(Op, Op.OperandA);
Traverse(Op, Op.OperandB);
Traverse(Op, Op.OperandC);
Traverse(Nodes, Op, Op.OperandA);
Traverse(Nodes, Op, Op.OperandB);
Traverse(Nodes, Op, Op.OperandC);
if (Op.Inst == ShaderIrInst.Texq ||
Op.Inst == ShaderIrInst.Texs ||
@ -190,6 +199,38 @@ namespace Ryujinx.Graphics.Gal.Shader
m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle));
}
else if (Op.Inst == ShaderIrInst.Texb)
{
ShaderIrNode HandleSrc = null;
int Index = Array.IndexOf(Nodes, Parent) - 1;
for (; Index >= 0; Index--)
{
ShaderIrNode Curr = Nodes[Index];
if (Curr is ShaderIrAsg Asg && Asg.Dst is ShaderIrOperGpr Gpr)
{
if (Gpr.Index == ((ShaderIrOperGpr)Op.OperandC).Index)
{
HandleSrc = Asg.Src;
break;
}
}
}
if (HandleSrc != null && HandleSrc is ShaderIrOperCbuf Cbuf)
{
string Name = StagePrefix + TextureName + "_cb" + Cbuf.Index + "_" + Cbuf.Pos;
m_CbTextures.Add(Op, new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index));
}
else
{
throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
}
}
break;
}
@ -199,7 +240,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{
string Name = StagePrefix + UniformName + Cbuf.Index;
ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, Cbuf.Index);
ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index);
m_Uniforms.Add(Cbuf.Index, DeclInfo);
}
@ -252,12 +293,13 @@ namespace Ryujinx.Graphics.Gal.Shader
if (!m_Attributes.ContainsKey(Index))
{
DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, 0, 4);
DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, false, 0, 4);
m_Attributes.Add(Index, DeclInfo);
}
Traverse(Abuf, Abuf.Vertex);
Traverse(Nodes, Abuf, Abuf.Vertex);
break;
}