shader_ir: Fixup TEX and TEXS and partially fix TLD4 decompiling

This commit is contained in:
ReinUsesLisp 2018-12-22 01:20:57 -03:00
parent 2d9136cec6
commit 03e088a4f4
3 changed files with 71 additions and 59 deletions

View file

@ -183,28 +183,24 @@ u32 ShaderIR::DecodeMemory(BasicBlock& bb, u32 pc) {
const Node texture = GetTexCode(instr, texture_type, process_mode, depth_compare, is_array);
if (depth_compare) {
SetRegister(bb, instr.gpr0, texture);
} else {
MetaComponents meta;
std::array<Node, 4> dest;
MetaComponents meta;
std::array<Node, 4> dest;
std::size_t dest_elem = 0;
for (std::size_t elem = 0; elem < 4; ++elem) {
if (!instr.tex.IsComponentEnabled(elem)) {
// Skip disabled components
continue;
}
meta.components_map[dest_elem] = static_cast<u32>(elem);
dest[dest_elem] = GetRegister(instr.gpr0.Value() + dest_elem);
++dest_elem;
std::size_t dest_elem = 0;
for (std::size_t elem = 0; elem < 4; ++elem) {
if (!instr.tex.IsComponentEnabled(elem)) {
// Skip disabled components
continue;
}
std::generate(dest.begin() + dest_elem, dest.end(), [&]() { return GetRegister(RZ); });
meta.components_map[dest_elem] = static_cast<u32>(elem);
dest[dest_elem] = GetRegister(instr.gpr0.Value() + dest_elem);
bb.push_back(Operation(OperationCode::AssignComposite, std::move(meta), texture,
dest[0], dest[1], dest[2], dest[3]));
++dest_elem;
}
std::generate(dest.begin() + dest_elem, dest.end(), [&]() { return GetRegister(RZ); });
bb.push_back(Operation(OperationCode::AssignComposite, std::move(meta), texture, dest[0],
dest[1], dest[2], dest[3]));
break;
}
case OpCode::Id::TEXS: {
@ -272,7 +268,7 @@ u32 ShaderIR::DecodeMemory(BasicBlock& bb, u32 pc) {
params.push_back(Immediate(static_cast<u32>(instr.tld4.component)));
const auto& sampler = GetSampler(instr.sampler, texture_type, false, depth_compare);
const MetaTexture meta{sampler, num_coordinates};
MetaTexture meta{sampler, num_coordinates};
const Node texture =
Operation(OperationCode::F4TextureGather, std::move(meta), std::move(params));
@ -331,7 +327,7 @@ u32 ShaderIR::DecodeMemory(BasicBlock& bb, u32 pc) {
const auto& sampler =
GetSampler(instr.sampler, TextureType::Texture2D, false, depth_compare);
const MetaTexture meta{sampler, num_coords};
MetaTexture meta{sampler, num_coords};
WriteTexsInstructionFloat(
bb, instr, Operation(OperationCode::F4TextureGather, meta, std::move(params)));
@ -350,7 +346,7 @@ u32 ShaderIR::DecodeMemory(BasicBlock& bb, u32 pc) {
switch (instr.txq.query_type) {
case Tegra::Shader::TextureQueryType::Dimension: {
const MetaTexture meta_texture{sampler};
MetaTexture meta_texture{sampler};
const MetaComponents meta_components{{0, 1, 2, 3}};
const Node texture = Operation(OperationCode::F4TextureQueryDimensions, meta_texture,
@ -402,7 +398,7 @@ u32 ShaderIR::DecodeMemory(BasicBlock& bb, u32 pc) {
texture_type = TextureType::Texture2D;
}
const MetaTexture meta_texture{sampler, static_cast<u32>(coords.size())};
MetaTexture meta_texture{sampler, static_cast<u32>(coords.size())};
const Node texture =
Operation(OperationCode::F4TextureQueryLod, meta_texture, std::move(coords));
@ -474,7 +470,8 @@ void ShaderIR::WriteTexsInstructionFloat(BasicBlock& bb, Tegra::Shader::Instruct
Node ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
TextureProcessMode process_mode, bool depth_compare, bool is_array,
std::size_t bias_offset, std::vector<Node>&& coords) {
std::size_t array_offset, std::size_t bias_offset,
std::vector<Node>&& coords) {
UNIMPLEMENTED_IF_MSG(
(texture_type == TextureType::Texture3D && (is_array || depth_compare)) ||
(texture_type == TextureType::TextureCube && is_array && depth_compare),
@ -486,26 +483,26 @@ Node ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
process_mode == TextureProcessMode::LL ||
process_mode == TextureProcessMode::LLA;
// LOD selection (either via bias or explicit textureLod) not supported in GL for
// sampler2DArrayShadow and samplerCubeArrayShadow.
const bool gl_lod_supported =
!((texture_type == TextureType::Texture2D && is_array && depth_compare) ||
(texture_type == TextureType::TextureCube && !is_array && depth_compare));
!((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && depth_compare) ||
(texture_type == Tegra::Shader::TextureType::TextureCube && is_array && depth_compare));
const OperationCode read_method =
lod_needed && gl_lod_supported ? OperationCode::F4TextureLod : OperationCode::F4Texture;
const MetaTexture meta{sampler, static_cast<u32>(coords.size())};
UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
std::optional<u32> array_offset_value;
if (is_array)
array_offset_value = static_cast<u32>(array_offset);
MetaTexture meta{sampler, static_cast<u32>(coords.size()), array_offset_value};
std::vector<Node> params = std::move(coords);
if (process_mode != TextureProcessMode::None) {
if (process_mode != TextureProcessMode::None && gl_lod_supported) {
if (process_mode == TextureProcessMode::LZ) {
if (gl_lod_supported) {
params.push_back(Immediate(0));
} else {
// Lod 0 is emulated by a big negative bias in scenarios that are not supported by
// GLSL
params.push_back(Immediate(-1000));
}
params.push_back(Immediate(0.0f));
} else {
// If present, lod or bias are always stored in the register indexed by the gpr20 field
// with an offset depending on the usage of the other registers
@ -518,8 +515,8 @@ Node ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
Node ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
TextureProcessMode process_mode, bool depth_compare, bool is_array) {
const bool lod_bias_enabled = (process_mode != Tegra::Shader::TextureProcessMode::None &&
process_mode != Tegra::Shader::TextureProcessMode::LZ);
const bool lod_bias_enabled =
(process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ);
const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement(
texture_type, depth_compare, is_array, lod_bias_enabled, 4, 5);
@ -536,29 +533,30 @@ Node ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
if (depth_compare && !is_array && texture_type == TextureType::Texture1D) {
coords.push_back(Immediate(0.0f));
}
std::size_t array_offset{};
if (is_array) {
array_offset = coords.size();
coords.push_back(GetRegister(array_register));
}
if (depth_compare) {
// Depth is always stored in the register signaled by gpr20
// or in the next register if lod or bias are used
const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
coords.push_back(GetRegister(depth_register));
}
if (is_array) {
coords.push_back(GetRegister(array_register));
}
// Fill ignored coordinates
while (coords.size() < total_coord_count) {
coords.push_back(Immediate(0));
}
return GetTextureCode(instr, texture_type, process_mode, depth_compare, is_array, 0,
std::move(coords));
return GetTextureCode(instr, texture_type, process_mode, depth_compare, is_array, array_offset,
0, std::move(coords));
}
Node ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
TextureProcessMode process_mode, bool depth_compare, bool is_array) {
const bool lod_bias_enabled = (process_mode != Tegra::Shader::TextureProcessMode::None &&
process_mode != Tegra::Shader::TextureProcessMode::LZ);
const bool lod_bias_enabled =
(process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ);
const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement(
texture_type, depth_compare, is_array, lod_bias_enabled, 4, 4);
@ -577,22 +575,23 @@ Node ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
coords.push_back(GetRegister(last ? last_coord_register : coord_register + i));
}
std::size_t array_offset{};
if (is_array) {
array_offset = coords.size();
coords.push_back(GetRegister(array_register));
}
if (depth_compare) {
// Depth is always stored in the register signaled by gpr20
// or in the next register if lod or bias are used
const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
coords.push_back(GetRegister(depth_register));
}
if (is_array) {
coords.push_back(
Operation(OperationCode::ICastFloat, NO_PRECISE, GetRegister(array_register)));
}
// Fill ignored coordinates
while (coords.size() < total_coord_count) {
coords.push_back(Immediate(0));
}
return GetTextureCode(instr, texture_type, process_mode, depth_compare, is_array,
return GetTextureCode(instr, texture_type, process_mode, depth_compare, is_array, array_offset,
(coord_count > 2 ? 1 : 0), std::move(coords));
}