Merge pull request #2441 from ReinUsesLisp/al2p
shader: Implement AL2P and ALD.PHYS
This commit is contained in:
commit
d49efbfb4a
10 changed files with 311 additions and 158 deletions
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@ -12,6 +12,8 @@
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#include "video_core/engines/shader_bytecode.h"
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#include "video_core/shader/shader_ir.h"
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#pragma optimize("", off)
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namespace VideoCommon::Shader {
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using Tegra::Shader::Attribute;
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@ -47,17 +49,20 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
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"Indirect attribute loads are not supported");
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UNIMPLEMENTED_IF_MSG((instr.attribute.fmt20.immediate.Value() % sizeof(u32)) != 0,
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"Unaligned attribute loads are not supported");
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UNIMPLEMENTED_IF_MSG(instr.attribute.fmt20.IsPhysical() &&
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instr.attribute.fmt20.size != Tegra::Shader::AttributeSize::Word,
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"Non-32 bits PHYS reads are not implemented");
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Tegra::Shader::IpaMode input_mode{Tegra::Shader::IpaInterpMode::Pass,
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Tegra::Shader::IpaSampleMode::Default};
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const Node buffer{GetRegister(instr.gpr39)};
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u64 next_element = instr.attribute.fmt20.element;
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auto next_index = static_cast<u64>(instr.attribute.fmt20.index.Value());
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const auto LoadNextElement = [&](u32 reg_offset) {
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const Node buffer = GetRegister(instr.gpr39);
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const Node attribute = GetInputAttribute(static_cast<Attribute::Index>(next_index),
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next_element, input_mode, buffer);
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const Node attribute{instr.attribute.fmt20.IsPhysical()
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? GetPhysicalInputAttribute(instr.gpr8, buffer)
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: GetInputAttribute(static_cast<Attribute::Index>(next_index),
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next_element, buffer)};
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SetRegister(bb, instr.gpr0.Value() + reg_offset, attribute);
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@ -239,6 +244,21 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
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}
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break;
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}
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case OpCode::Id::AL2P: {
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// Ignore al2p.direction since we don't care about it.
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// Calculate emulation fake physical address.
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const Node fixed_address{Immediate(static_cast<u32>(instr.al2p.address))};
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const Node reg{GetRegister(instr.gpr8)};
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const Node fake_address{Operation(OperationCode::IAdd, NO_PRECISE, reg, fixed_address)};
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// Set the fake address to target register.
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SetRegister(bb, instr.gpr0, fake_address);
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// Signal the shader IR to declare all possible attributes and varyings
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uses_physical_attributes = true;
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break;
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}
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default:
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UNIMPLEMENTED_MSG("Unhandled memory instruction: {}", opcode->get().GetName());
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}
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@ -130,15 +130,18 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
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break;
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}
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case OpCode::Id::IPA: {
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const auto& attribute = instr.attribute.fmt28;
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const bool is_physical = instr.ipa.idx && instr.gpr8.Value() != 0xff;
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const auto attribute = instr.attribute.fmt28;
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const Tegra::Shader::IpaMode input_mode{instr.ipa.interp_mode.Value(),
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instr.ipa.sample_mode.Value()};
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const Node attr = GetInputAttribute(attribute.index, attribute.element, input_mode);
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Node value = attr;
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Node value = is_physical ? GetPhysicalInputAttribute(instr.gpr8)
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: GetInputAttribute(attribute.index, attribute.element);
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const Tegra::Shader::Attribute::Index index = attribute.index.Value();
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if (index >= Tegra::Shader::Attribute::Index::Attribute_0 &&
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index <= Tegra::Shader::Attribute::Index::Attribute_31) {
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const bool is_generic = index >= Tegra::Shader::Attribute::Index::Attribute_0 &&
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index <= Tegra::Shader::Attribute::Index::Attribute_31;
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if (is_generic || is_physical) {
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// TODO(Blinkhawk): There are cases where a perspective attribute use PASS.
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// In theory by setting them as perspective, OpenGL does the perspective correction.
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// A way must figured to reverse the last step of it.
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@ -96,13 +96,14 @@ Node ShaderIR::GetPredicate(bool immediate) {
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return GetPredicate(static_cast<u64>(immediate ? Pred::UnusedIndex : Pred::NeverExecute));
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}
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Node ShaderIR::GetInputAttribute(Attribute::Index index, u64 element,
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const Tegra::Shader::IpaMode& input_mode, Node buffer) {
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const auto [entry, is_new] =
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used_input_attributes.emplace(std::make_pair(index, std::set<Tegra::Shader::IpaMode>{}));
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entry->second.insert(input_mode);
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Node ShaderIR::GetInputAttribute(Attribute::Index index, u64 element, Node buffer) {
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used_input_attributes.emplace(index);
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return StoreNode(AbufNode(index, static_cast<u32>(element), buffer));
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}
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return StoreNode(AbufNode(index, static_cast<u32>(element), input_mode, buffer));
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Node ShaderIR::GetPhysicalInputAttribute(Tegra::Shader::Register physical_address, Node buffer) {
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uses_physical_attributes = true;
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return StoreNode(AbufNode(GetRegister(physical_address), buffer));
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}
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Node ShaderIR::GetOutputAttribute(Attribute::Index index, u64 element, Node buffer) {
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@ -456,17 +456,14 @@ private:
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/// Attribute buffer memory (known as attributes or varyings in GLSL terms)
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class AbufNode final {
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public:
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explicit constexpr AbufNode(Tegra::Shader::Attribute::Index index, u32 element,
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const Tegra::Shader::IpaMode& input_mode, Node buffer = {})
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: input_mode{input_mode}, buffer{buffer}, index{index}, element{element} {}
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// Initialize for standard attributes (index is explicit).
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explicit constexpr AbufNode(Tegra::Shader::Attribute::Index index, u32 element,
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Node buffer = {})
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: input_mode{}, buffer{buffer}, index{index}, element{element} {}
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: buffer{buffer}, index{index}, element{element} {}
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Tegra::Shader::IpaMode GetInputMode() const {
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return input_mode;
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}
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// Initialize for physical attributes (index is a variable value).
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explicit constexpr AbufNode(Node physical_address, Node buffer = {})
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: physical_address{physical_address}, buffer{buffer} {}
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Tegra::Shader::Attribute::Index GetIndex() const {
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return index;
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@ -480,11 +477,19 @@ public:
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return buffer;
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}
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bool IsPhysicalBuffer() const {
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return physical_address != nullptr;
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}
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Node GetPhysicalAddress() const {
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return physical_address;
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}
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private:
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const Tegra::Shader::IpaMode input_mode;
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const Node buffer;
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const Tegra::Shader::Attribute::Index index;
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const u32 element;
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Node physical_address{};
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Node buffer{};
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Tegra::Shader::Attribute::Index index{};
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u32 element{};
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};
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/// Constant buffer node, usually mapped to uniform buffers in GLSL
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@ -573,8 +578,7 @@ public:
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return used_predicates;
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}
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const std::map<Tegra::Shader::Attribute::Index, std::set<Tegra::Shader::IpaMode>>&
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GetInputAttributes() const {
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const std::set<Tegra::Shader::Attribute::Index>& GetInputAttributes() const {
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return used_input_attributes;
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}
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@ -603,6 +607,10 @@ public:
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return static_cast<std::size_t>(coverage_end * sizeof(u64));
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}
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bool HasPhysicalAttributes() const {
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return uses_physical_attributes;
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}
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const Tegra::Shader::Header& GetHeader() const {
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return header;
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}
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@ -684,8 +692,9 @@ private:
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/// Generates a predicate node for an immediate true or false value
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Node GetPredicate(bool immediate);
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/// Generates a node representing an input attribute. Keeps track of used attributes.
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Node GetInputAttribute(Tegra::Shader::Attribute::Index index, u64 element,
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const Tegra::Shader::IpaMode& input_mode, Node buffer = {});
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Node GetInputAttribute(Tegra::Shader::Attribute::Index index, u64 element, Node buffer = {});
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/// Generates a node representing a physical input attribute.
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Node GetPhysicalInputAttribute(Tegra::Shader::Register physical_address, Node buffer = {});
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/// Generates a node representing an output attribute. Keeps track of used attributes.
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Node GetOutputAttribute(Tegra::Shader::Attribute::Index index, u64 element, Node buffer);
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/// Generates a node representing an internal flag
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@ -859,13 +868,13 @@ private:
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std::set<u32> used_registers;
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std::set<Tegra::Shader::Pred> used_predicates;
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std::map<Tegra::Shader::Attribute::Index, std::set<Tegra::Shader::IpaMode>>
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used_input_attributes;
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std::set<Tegra::Shader::Attribute::Index> used_input_attributes;
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std::set<Tegra::Shader::Attribute::Index> used_output_attributes;
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std::map<u32, ConstBuffer> used_cbufs;
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std::set<Sampler> used_samplers;
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std::array<bool, Tegra::Engines::Maxwell3D::Regs::NumClipDistances> used_clip_distances{};
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std::map<GlobalMemoryBase, GlobalMemoryUsage> used_global_memory;
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bool uses_physical_attributes{}; // Shader uses AL2P or physical attribute read/writes
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Tegra::Shader::Header header;
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};
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