Shader: Bias textureGather instructions on AMD/Intel (#4703)
* Experimental (GLSL, forced) * SPIR-V attempt * Add capability * Fix pCount == 1 on glsl * Fix typo
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9 changed files with 84 additions and 9 deletions
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@ -4,6 +4,7 @@ using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Numerics;
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using static Spv.Specification;
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@ -1556,6 +1557,33 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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}
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}
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SpvInstruction ApplyBias(SpvInstruction vector, SpvInstruction image)
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{
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int gatherBiasPrecision = context.Config.GpuAccessor.QueryHostGatherBiasPrecision();
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if (isGather && gatherBiasPrecision != 0)
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{
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// GPU requires texture gather to be slightly offset to match NVIDIA behaviour when point is exactly between two texels.
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// Offset by the gather precision divided by 2 to correct for rounding.
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var sizeType = pCount == 1 ? context.TypeS32() : context.TypeVector(context.TypeS32(), pCount);
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var pVectorType = pCount == 1 ? context.TypeFP32() : context.TypeVector(context.TypeFP32(), pCount);
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var bias = context.Constant(context.TypeFP32(), (float)(1 << (gatherBiasPrecision + 1)));
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var biasVector = context.CompositeConstruct(pVectorType, Enumerable.Repeat(bias, pCount).ToArray());
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var one = context.Constant(context.TypeFP32(), 1f);
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var oneVector = context.CompositeConstruct(pVectorType, Enumerable.Repeat(one, pCount).ToArray());
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var divisor = context.FMul(
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pVectorType,
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context.ConvertSToF(pVectorType, context.ImageQuerySize(sizeType, image)),
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biasVector);
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vector = context.FAdd(pVectorType, vector, context.FDiv(pVectorType, oneVector, divisor));
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}
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return vector;
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}
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SpvInstruction pCoords = AssemblePVector(pCount);
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pCoords = ScalingHelpers.ApplyScaling(context, texOp, pCoords, intCoords, isBindless, isIndexed, isArray, pCount);
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@ -1716,6 +1744,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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image = context.Image(imageType, image);
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}
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pCoords = ApplyBias(pCoords, image);
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var operands = operandsList.ToArray();
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SpvInstruction result;
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