shader/decode: Remove extras from MetaTexture
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48e6f77c03
commit
5ca63d0675
4 changed files with 65 additions and 40 deletions
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@ -119,8 +119,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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coords.push_back(op_a);
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coords.push_back(op_b);
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}
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std::vector<Node> extras;
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extras.push_back(Immediate(static_cast<u32>(instr.tld4s.component)));
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const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
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const auto& sampler =
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GetSampler(instr.sampler, TextureType::Texture2D, false, depth_compare);
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@ -128,7 +127,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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MetaTexture meta{sampler, {}, {}, extras, element};
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MetaTexture meta{sampler, {}, {}, {}, {}, component, element};
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values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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}
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@ -153,7 +152,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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if (!instr.txq.IsComponentEnabled(element)) {
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continue;
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}
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MetaTexture meta{sampler, {}, {}, {}, element};
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MetaTexture meta{sampler, {}, {}, {}, {}, {}, element};
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const Node value =
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Operation(OperationCode::TextureQueryDimensions, meta, GetRegister(instr.gpr8));
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SetTemporal(bb, indexer++, value);
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@ -203,7 +202,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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for (u32 element = 0; element < 2; ++element) {
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auto params = coords;
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MetaTexture meta{sampler, {}, {}, {}, element};
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MetaTexture meta{sampler, {}, {}, {}, {}, {}, element};
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const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
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SetTemporal(bb, element, value);
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}
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@ -347,25 +346,35 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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(texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
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const OperationCode read_method =
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lod_needed && gl_lod_supported ? OperationCode::TextureLod : OperationCode::Texture;
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(lod_needed && gl_lod_supported) ? OperationCode::TextureLod : OperationCode::Texture;
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UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
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std::vector<Node> extras;
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Node bias = {};
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Node lod = {};
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if (process_mode != TextureProcessMode::None && gl_lod_supported) {
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if (process_mode == TextureProcessMode::LZ) {
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extras.push_back(Immediate(0.0f));
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} else {
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switch (process_mode) {
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case TextureProcessMode::LZ:
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lod = Immediate(0.0f);
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break;
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case TextureProcessMode::LB:
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// If present, lod or bias are always stored in the register indexed by the gpr20
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// field with an offset depending on the usage of the other registers
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extras.push_back(GetRegister(instr.gpr20.Value() + bias_offset));
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bias = GetRegister(instr.gpr20.Value() + bias_offset);
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break;
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case TextureProcessMode::LL:
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lod = GetRegister(instr.gpr20.Value() + bias_offset);
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break;
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default:
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UNIMPLEMENTED_MSG("Unimplemented process mode={}", static_cast<u32>(process_mode));
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break;
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}
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}
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto copy_coords = coords;
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MetaTexture meta{sampler, array, depth_compare, extras, element};
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MetaTexture meta{sampler, array, depth_compare, bias, lod, {}, element};
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values[element] = Operation(read_method, meta, std::move(copy_coords));
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}
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@ -462,7 +471,7 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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MetaTexture meta{sampler, GetRegister(array_register), {}, {}, element};
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MetaTexture meta{sampler, GetRegister(array_register), {}, {}, {}, {}, element};
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values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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}
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@ -498,7 +507,7 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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MetaTexture meta{sampler, array, {}, {lod}, element};
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MetaTexture meta{sampler, array, {}, {}, lod, {}, element};
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values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy));
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}
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return values;
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@ -290,7 +290,9 @@ struct MetaTexture {
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const Sampler& sampler;
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Node array{};
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Node depth_compare{};
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std::vector<Node> extras;
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Node bias{};
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Node lod{};
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Node component{};
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u32 element{};
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};
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