Use vector outputs for texture operations (#3939)
* Change AggregateType to include vector type counts * Replace VariableType uses with AggregateType and delete VariableType * Support new local vector types on SPIR-V and GLSL * Start using vector outputs for texture operations * Use vectors on more texture operations * Use vector output for ImageLoad operations * Replace all uses of single destination texture constructors with multi destination ones * Update textureGatherOffsets replacement to split vector operations * Shader cache version bump Co-authored-by: Ac_K <Acoustik666@gmail.com>
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37 changed files with 1100 additions and 747 deletions
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@ -385,15 +385,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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int componentIndex = texOp.Index;
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Operand Int(Operand value)
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{
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Operand res = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertFP32ToS32, res, value));
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return res;
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}
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Operand Float(Operand value)
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{
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Operand res = Local();
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@ -436,7 +427,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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texOp.CbufSlot,
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texOp.Handle,
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index,
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coordSize,
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new[] { coordSize },
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texSizeSources));
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config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
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@ -451,80 +442,53 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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}
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Operand[] dests = new Operand[texOp.DestsCount];
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for (int i = 0; i < texOp.DestsCount; i++)
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{
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dests[i] = texOp.GetDest(i);
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}
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Operand bindlessHandle = isBindless || isIndexed ? sources[0] : null;
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LinkedListNode<INode> oldNode = node;
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// Technically, non-constant texture offsets are not allowed (according to the spec),
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// however some GPUs does support that.
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// For GPUs where it is not supported, we can replace the instruction with the following:
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// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
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// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
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// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
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// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
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// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
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// for each pixel.
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if (hasInvalidOffset)
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// For textureGatherOffset, we split the operation into up to 4 operations, one for each component
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// that is accessed, where each textureGather operation has a different offset for each pixel.
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if (hasInvalidOffset && isGather && !isShadow)
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{
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if (intCoords)
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config.SetUsedFeature(FeatureFlags.IntegerSampling);
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Operand[] newSources = new Operand[sources.Length];
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sources.CopyTo(newSources, 0);
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Operand[] texSizes = InsertTextureSize(node, texOp, lodSources, bindlessHandle, coordsCount);
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int destIndex = 0;
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for (int compIndex = 0; compIndex < 4; compIndex++)
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{
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for (int index = 0; index < coordsCount; index++)
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if (((texOp.Index >> compIndex) & 1) == 0)
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{
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Operand source = sources[coordsIndex + index];
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Operand coordPlusOffset = Local();
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node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
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sources[coordsIndex + index] = coordPlusOffset;
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continue;
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}
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}
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else
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{
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config.SetUsedFeature(FeatureFlags.IntegerSampling);
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Operand lod = Local();
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node.List.AddBefore(node, new TextureOperation(
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Instruction.Lod,
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texOp.Type,
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texOp.Format,
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texOp.Flags,
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texOp.CbufSlot,
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texOp.Handle,
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0,
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lod,
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lodSources));
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for (int index = 0; index < coordsCount; index++)
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{
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Operand coordSize = Local();
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Operand[] texSizeSources;
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if (isBindless || isIndexed)
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{
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texSizeSources = new Operand[] { sources[0], Int(lod) };
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}
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else
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{
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texSizeSources = new Operand[] { Int(lod) };
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}
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node.List.AddBefore(node, new TextureOperation(
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Instruction.TextureSize,
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texOp.Type,
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texOp.Format,
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texOp.Flags,
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texOp.CbufSlot,
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texOp.Handle,
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index,
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coordSize,
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texSizeSources));
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config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
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Operand offset = Local();
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Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
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Operand intOffset = offsets[index + (hasOffsets ? compIndex * coordsCount : 0)];
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node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
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node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(texSizes[index])));
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Operand source = sources[coordsIndex + index];
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@ -532,45 +496,152 @@ namespace Ryujinx.Graphics.Shader.Translation
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node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
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sources[coordsIndex + index] = coordPlusOffset;
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newSources[coordsIndex + index] = coordPlusOffset;
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}
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TextureOperation newTexOp = new TextureOperation(
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Instruction.TextureSample,
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texOp.Type,
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texOp.Format,
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texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
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texOp.CbufSlot,
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texOp.Handle,
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1,
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new[] { dests[destIndex++] },
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newSources);
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node = node.List.AddBefore(node, newTexOp);
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}
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}
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else
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{
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if (hasInvalidOffset)
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{
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if (intCoords)
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{
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for (int index = 0; index < coordsCount; index++)
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{
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Operand source = sources[coordsIndex + index];
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Operand coordPlusOffset = Local();
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node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
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sources[coordsIndex + index] = coordPlusOffset;
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}
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}
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else
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{
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config.SetUsedFeature(FeatureFlags.IntegerSampling);
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Operand[] texSizes = InsertTextureSize(node, texOp, lodSources, bindlessHandle, coordsCount);
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for (int index = 0; index < coordsCount; index++)
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{
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config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
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Operand offset = Local();
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Operand intOffset = offsets[index];
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node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(texSizes[index])));
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Operand source = sources[coordsIndex + index];
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Operand coordPlusOffset = Local();
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node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
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sources[coordsIndex + index] = coordPlusOffset;
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}
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}
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}
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if (isGather && !isShadow)
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{
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Operand gatherComponent = sources[dstIndex - 1];
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TextureOperation newTexOp = new TextureOperation(
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Instruction.TextureSample,
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texOp.Type,
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texOp.Format,
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texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
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texOp.CbufSlot,
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texOp.Handle,
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componentIndex,
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dests,
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sources);
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Debug.Assert(gatherComponent.Type == OperandType.Constant);
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componentIndex = gatherComponent.Value;
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}
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node = node.List.AddBefore(node, newTexOp);
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}
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TextureOperation newTexOp = new TextureOperation(
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Instruction.TextureSample,
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texOp.Type,
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texOp.Format,
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texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
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texOp.CbufSlot,
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texOp.Handle,
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componentIndex,
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texOp.Dest,
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sources);
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node.List.Remove(oldNode);
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for (int index = 0; index < texOp.SourcesCount; index++)
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{
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texOp.SetSource(index, null);
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}
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LinkedListNode<INode> oldNode = node;
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node = node.List.AddBefore(node, newTexOp);
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node.List.Remove(oldNode);
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return node;
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}
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private static Operand[] InsertTextureSize(
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LinkedListNode<INode> node,
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TextureOperation texOp,
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Operand[] lodSources,
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Operand bindlessHandle,
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int coordsCount)
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{
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Operand Int(Operand value)
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{
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Operand res = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertFP32ToS32, res, value));
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return res;
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}
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Operand[] texSizes = new Operand[coordsCount];
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Operand lod = Local();
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node.List.AddBefore(node, new TextureOperation(
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Instruction.Lod,
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texOp.Type,
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texOp.Format,
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texOp.Flags,
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texOp.CbufSlot,
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texOp.Handle,
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0,
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new[] { lod },
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lodSources));
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for (int index = 0; index < coordsCount; index++)
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{
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texSizes[index] = Local();
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Operand[] texSizeSources;
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if (bindlessHandle != null)
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{
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texSizeSources = new Operand[] { bindlessHandle, Int(lod) };
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}
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else
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{
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texSizeSources = new Operand[] { Int(lod) };
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}
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node.List.AddBefore(node, new TextureOperation(
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Instruction.TextureSize,
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texOp.Type,
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texOp.Format,
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texOp.Flags,
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texOp.CbufSlot,
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texOp.Handle,
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index,
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new[] { texSizes[index] },
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texSizeSources));
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}
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return texSizes;
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}
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private static LinkedListNode<INode> InsertSnormNormalization(LinkedListNode<INode> node, ShaderConfig config)
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{
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TextureOperation texOp = (TextureOperation)node.Value;
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@ -604,27 +675,32 @@ namespace Ryujinx.Graphics.Shader.Translation
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// Do normalization. We assume SINT formats are being used
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// as replacement for SNORM (which is not supported).
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INode[] uses = texOp.Dest.UseOps.ToArray();
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Operation convOp = new Operation(Instruction.ConvertS32ToFP32, Local(), texOp.Dest);
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Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
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node = node.List.AddAfter(node, convOp);
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node = node.List.AddAfter(node, normOp);
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foreach (INode useOp in uses)
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for (int i = 0; i < texOp.DestsCount; i++)
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{
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if (useOp is not Operation op)
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{
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continue;
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}
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Operand dest = texOp.GetDest(i);
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// Replace all uses of the texture pixel value with the normalized value.
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for (int index = 0; index < op.SourcesCount; index++)
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INode[] uses = dest.UseOps.ToArray();
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Operation convOp = new Operation(Instruction.ConvertS32ToFP32, Local(), dest);
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Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
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node = node.List.AddAfter(node, convOp);
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node = node.List.AddAfter(node, normOp);
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foreach (INode useOp in uses)
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{
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if (op.GetSource(index) == texOp.Dest)
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if (useOp is not Operation op)
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{
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op.SetSource(index, normOp.Dest);
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continue;
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}
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// Replace all uses of the texture pixel value with the normalized value.
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for (int index = 0; index < op.SourcesCount; index++)
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{
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if (op.GetSource(index) == dest)
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{
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op.SetSource(index, normOp.Dest);
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}
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}
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}
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}
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