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
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4518c52c65
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09593ae6d8
7 changed files with 153 additions and 42 deletions
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@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.Shader
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@ -19,7 +20,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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public const int PositionOutAttrLocation = 15;
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private const int AttrStartIndex = 8;
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private const int TexStartIndex = 8;
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private const int TexStartIndex = 8;
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public const string PositionOutAttrName = "position";
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@ -46,6 +47,8 @@ namespace Ryujinx.Graphics.Gal.Shader
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private string StagePrefix;
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private Dictionary<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
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private Dictionary<int, ShaderDeclInfo> m_Textures;
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private Dictionary<int, ShaderDeclInfo> m_Uniforms;
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@ -56,6 +59,8 @@ namespace Ryujinx.Graphics.Gal.Shader
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private Dictionary<int, ShaderDeclInfo> m_Gprs;
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private Dictionary<int, ShaderDeclInfo> m_Preds;
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public IReadOnlyDictionary<ShaderIrOp, ShaderDeclInfo> CbTextures => m_CbTextures;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
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@ -72,8 +77,10 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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this.ShaderType = ShaderType;
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m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
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m_CbTextures = new Dictionary<ShaderIrOp, ShaderDeclInfo>();
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m_Textures = new Dictionary<int, ShaderDeclInfo>();
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m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
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m_Attributes = new Dictionary<int, ShaderDeclInfo>();
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m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
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@ -89,14 +96,16 @@ namespace Ryujinx.Graphics.Gal.Shader
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if (ShaderType == GalShaderType.Fragment)
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{
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m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, 0, 4));
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m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, false, 0, 4));
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}
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foreach (ShaderIrBlock Block in Blocks)
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{
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foreach (ShaderIrNode Node in Block.GetNodes())
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ShaderIrNode[] Nodes = Block.GetNodes();
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foreach (ShaderIrNode Node in Nodes)
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{
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Traverse(null, Node);
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Traverse(Nodes, null, Node);
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}
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}
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}
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@ -152,31 +161,31 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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}
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private void Traverse(ShaderIrNode Parent, ShaderIrNode Node)
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private void Traverse(ShaderIrNode[] Nodes, ShaderIrNode Parent, ShaderIrNode Node)
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{
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switch (Node)
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{
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case ShaderIrAsg Asg:
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{
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Traverse(Asg, Asg.Dst);
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Traverse(Asg, Asg.Src);
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Traverse(Nodes, Asg, Asg.Dst);
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Traverse(Nodes, Asg, Asg.Src);
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break;
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}
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case ShaderIrCond Cond:
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{
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Traverse(Cond, Cond.Pred);
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Traverse(Cond, Cond.Child);
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Traverse(Nodes, Cond, Cond.Pred);
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Traverse(Nodes, Cond, Cond.Child);
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break;
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}
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case ShaderIrOp Op:
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{
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Traverse(Op, Op.OperandA);
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Traverse(Op, Op.OperandB);
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Traverse(Op, Op.OperandC);
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Traverse(Nodes, Op, Op.OperandA);
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Traverse(Nodes, Op, Op.OperandB);
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Traverse(Nodes, Op, Op.OperandC);
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if (Op.Inst == ShaderIrInst.Texq ||
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Op.Inst == ShaderIrInst.Texs ||
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@ -190,6 +199,38 @@ namespace Ryujinx.Graphics.Gal.Shader
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m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle));
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}
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else if (Op.Inst == ShaderIrInst.Texb)
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{
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ShaderIrNode HandleSrc = null;
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int Index = Array.IndexOf(Nodes, Parent) - 1;
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for (; Index >= 0; Index--)
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{
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ShaderIrNode Curr = Nodes[Index];
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if (Curr is ShaderIrAsg Asg && Asg.Dst is ShaderIrOperGpr Gpr)
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{
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if (Gpr.Index == ((ShaderIrOperGpr)Op.OperandC).Index)
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{
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HandleSrc = Asg.Src;
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break;
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}
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}
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}
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if (HandleSrc != null && HandleSrc is ShaderIrOperCbuf Cbuf)
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{
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string Name = StagePrefix + TextureName + "_cb" + Cbuf.Index + "_" + Cbuf.Pos;
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m_CbTextures.Add(Op, new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index));
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}
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else
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{
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throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
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}
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}
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break;
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}
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@ -199,7 +240,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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string Name = StagePrefix + UniformName + Cbuf.Index;
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ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, Cbuf.Index);
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ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index);
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m_Uniforms.Add(Cbuf.Index, DeclInfo);
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}
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@ -252,12 +293,13 @@ namespace Ryujinx.Graphics.Gal.Shader
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if (!m_Attributes.ContainsKey(Index))
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{
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DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, 0, 4);
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DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, false, 0, 4);
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m_Attributes.Add(Index, DeclInfo);
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}
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Traverse(Abuf, Abuf.Vertex);
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Traverse(Nodes, Abuf, Abuf.Vertex);
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break;
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}
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