Support texture rectangle targets (non-normalized coords)

This commit is contained in:
gdkchan 2019-12-16 01:59:46 -03:00 committed by Thog
parent 2eccc7023a
commit 9d7a142a48
23 changed files with 473 additions and 356 deletions

View file

@ -27,9 +27,9 @@ namespace Ryujinx.Graphics.Shader.Translation
node = RewriteGlobalAccess(node, config);
}
if (!config.Capabilities.SupportsNonConstantTextureOffset && operation.Inst == Instruction.TextureSample)
if (operation.Inst == Instruction.TextureSample)
{
node = RewriteTextureSample(node);
node = RewriteTextureSample(node, config);
}
}
}
@ -79,7 +79,7 @@ namespace Ryujinx.Graphics.Shader.Translation
sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
}
Operand alignMask = Const(-config.Capabilities.StorageBufferOffsetAlignment);
Operand alignMask = Const(-config.QueryInfo(QueryInfoName.StorageBufferOffsetAlignment));
Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, Const(-64));
Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
@ -124,23 +124,18 @@ namespace Ryujinx.Graphics.Shader.Translation
return node;
}
private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node)
private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node, ShaderConfig config)
{
// Technically, non-constant texture offsets are not allowed (according to the spec),
// however some GPUs does support that.
// For GPUs where it is not supported, we can replace the instruction with the following:
// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
// for each pixel.
TextureOperation texOp = (TextureOperation)node.Value;
bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
if (!(hasOffset || hasOffsets))
bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.QueryInfoBool(QueryInfoName.SupportsNonConstantTextureOffset);
bool isRect = config.QueryInfoBool(QueryInfoName.IsTextureRectangle, texOp.Handle);
if (!(hasInvalidOffset || isRect))
{
return node;
}
@ -159,14 +154,24 @@ namespace Ryujinx.Graphics.Shader.Translation
int coordsCount = texOp.Type.GetDimensions();
int offsetsCount = coordsCount * (hasOffsets ? 4 : 1);
int offsetsCount;
if (hasOffsets)
{
offsetsCount = coordsCount * 4;
}
else if (hasOffset)
{
offsetsCount = coordsCount;
}
else
{
offsetsCount = 0;
}
Operand[] offsets = new Operand[offsetsCount];
Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
int srcIndex = 0;
int dstIndex = 0;
int copyCount = 0;
if (isBindless || isIndexed)
@ -207,6 +212,9 @@ namespace Ryujinx.Graphics.Shader.Translation
copyCount++;
}
int srcIndex = 0;
int dstIndex = 0;
for (int index = 0; index < copyCount; index++)
{
sources[dstIndex++] = texOp.GetSource(srcIndex++);
@ -223,7 +231,9 @@ namespace Ryujinx.Graphics.Shader.Translation
offsets[index] = offset;
}
if (areAllOffsetsConstant)
hasInvalidOffset &= !areAllOffsetsConstant;
if (!(hasInvalidOffset || isRect))
{
return node;
}
@ -240,50 +250,32 @@ namespace Ryujinx.Graphics.Shader.Translation
int coordsIndex = isBindless || isIndexed ? 1 : 0;
if (intCoords)
int componentIndex = texOp.Index;
Operand Int(Operand value)
{
for (int index = 0; index < coordsCount; index++)
{
Operand source = sources[coordsIndex + index];
Operand res = Local();
Operand coordPlusOffset = Local();
node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
sources[coordsIndex + index] = coordPlusOffset;
}
return res;
}
else
Operand Float(Operand value)
{
Operand lod = Local();
Operand res = Local();
node.List.AddBefore(node, new TextureOperation(
Instruction.Lod,
texOp.Type,
texOp.Flags,
texOp.Handle,
1,
lod,
lodSources));
node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
Operand Int(Operand value)
{
Operand res = Local();
node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
return res;
}
Operand Float(Operand value)
{
Operand res = Local();
node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
return res;
}
return res;
}
// Emulate texture rectangle by normalizing the coordinates on the shader.
// When sampler*Rect is used, the coords are expected to the in the [0, W or H] range,
// and otherwise, it is expected to be in the [0, 1] range.
// We normalize by dividing the coords by the texture size.
if (isRect && !intCoords)
{
for (int index = 0; index < coordsCount; index++)
{
Operand coordSize = Local();
@ -292,11 +284,11 @@ namespace Ryujinx.Graphics.Shader.Translation
if (isBindless || isIndexed)
{
texSizeSources = new Operand[] { sources[0], Int(lod) };
texSizeSources = new Operand[] { sources[0], Const(0) };
}
else
{
texSizeSources = new Operand[] { Int(lod) };
texSizeSources = new Operand[] { Const(0) };
}
node.List.AddBefore(node, new TextureOperation(
@ -308,35 +300,101 @@ namespace Ryujinx.Graphics.Shader.Translation
coordSize,
texSizeSources));
Operand offset = Local();
Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
Operand source = sources[coordsIndex + index];
Operand coordPlusOffset = Local();
Operand coordNormalized = Local();
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, coordNormalized, source, Float(coordSize)));
sources[coordsIndex + index] = coordPlusOffset;
sources[coordsIndex + index] = coordNormalized;
}
}
int componentIndex;
if (isGather && !isShadow)
// Technically, non-constant texture offsets are not allowed (according to the spec),
// however some GPUs does support that.
// For GPUs where it is not supported, we can replace the instruction with the following:
// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
// for each pixel.
if (hasInvalidOffset)
{
Operand gatherComponent = sources[dstIndex - 1];
if (intCoords)
{
for (int index = 0; index < coordsCount; index++)
{
Operand source = sources[coordsIndex + index];
Debug.Assert(gatherComponent.Type == OperandType.Constant);
Operand coordPlusOffset = Local();
componentIndex = gatherComponent.Value;
}
else
{
componentIndex = texOp.Index;
node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
sources[coordsIndex + index] = coordPlusOffset;
}
}
else
{
Operand lod = Local();
node.List.AddBefore(node, new TextureOperation(
Instruction.Lod,
texOp.Type,
texOp.Flags,
texOp.Handle,
1,
lod,
lodSources));
for (int index = 0; index < coordsCount; index++)
{
Operand coordSize = Local();
Operand[] texSizeSources;
if (isBindless || isIndexed)
{
texSizeSources = new Operand[] { sources[0], Int(lod) };
}
else
{
texSizeSources = new Operand[] { Int(lod) };
}
node.List.AddBefore(node, new TextureOperation(
Instruction.TextureSize,
texOp.Type,
texOp.Flags,
texOp.Handle,
index,
coordSize,
texSizeSources));
Operand offset = Local();
Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
Operand source = sources[coordsIndex + index];
Operand coordPlusOffset = Local();
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
sources[coordsIndex + index] = coordPlusOffset;
}
}
if (isGather && !isShadow)
{
Operand gatherComponent = sources[dstIndex - 1];
Debug.Assert(gatherComponent.Type == OperandType.Constant);
componentIndex = gatherComponent.Value;
}
}
TextureOperation newTexOp = new TextureOperation(