Merge pull request #3693 from ReinUsesLisp/clean-samplers

shader/texture: Support multiple unknown sampler properties
This commit is contained in:
bunnei 2020-05-02 00:45:41 -04:00 committed by GitHub
commit e6b4311178
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GPG key ID: 4AEE18F83AFDEB23
13 changed files with 260 additions and 337 deletions

View file

@ -485,11 +485,10 @@ u32 ShaderIR::DecodeImage(NodeBlock& bb, u32 pc) {
Image& ShaderIR::GetImage(Tegra::Shader::Image image, Tegra::Shader::ImageType type) {
const auto offset = static_cast<u32>(image.index.Value());
const auto it =
std::find_if(std::begin(used_images), std::end(used_images),
[offset](const Image& entry) { return entry.GetOffset() == offset; });
const auto it = std::find_if(std::begin(used_images), std::end(used_images),
[offset](const Image& entry) { return entry.offset == offset; });
if (it != std::end(used_images)) {
ASSERT(!it->IsBindless() && it->GetType() == it->GetType());
ASSERT(!it->is_bindless && it->type == type);
return *it;
}
@ -505,13 +504,12 @@ Image& ShaderIR::GetBindlessImage(Tegra::Shader::Register reg, Tegra::Shader::Im
const auto buffer = std::get<1>(result);
const auto offset = std::get<2>(result);
const auto it =
std::find_if(std::begin(used_images), std::end(used_images),
[buffer = buffer, offset = offset](const Image& entry) {
return entry.GetBuffer() == buffer && entry.GetOffset() == offset;
});
const auto it = std::find_if(std::begin(used_images), std::end(used_images),
[buffer, offset](const Image& entry) {
return entry.buffer == buffer && entry.offset == offset;
});
if (it != std::end(used_images)) {
ASSERT(it->IsBindless() && it->GetType() == it->GetType());
ASSERT(it->is_bindless && it->type == type);
return *it;
}

View file

@ -139,15 +139,15 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
}
const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
const SamplerInfo info{TextureType::Texture2D, false, is_depth_compare, false};
const Sampler& sampler = *GetSampler(instr.sampler, info);
SamplerInfo info;
info.is_shadow = is_depth_compare;
const std::optional<Sampler> sampler = GetSampler(instr.sampler, info);
Node4 values;
for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords;
MetaTexture meta{sampler, {}, depth_compare, aoffi, {}, {},
{}, {}, component, element, {}};
values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
MetaTexture meta{*sampler, {}, depth_compare, aoffi, {}, {},
{}, {}, component, element, {}};
values[element] = Operation(OperationCode::TextureGather, meta, coords);
}
if (instr.tld4s.fp16_flag) {
@ -165,18 +165,20 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
"AOFFI is not implemented");
const bool is_array = instr.txd.is_array != 0;
u64 base_reg = instr.gpr8.Value();
const auto derivate_reg = instr.gpr20.Value();
const auto texture_type = instr.txd.texture_type.Value();
const auto coord_count = GetCoordCount(texture_type);
Node index_var{};
const Sampler* sampler =
is_bindless
? GetBindlessSampler(base_reg, index_var, {{texture_type, is_array, false, false}})
: GetSampler(instr.sampler, {{texture_type, is_array, false, false}});
u64 base_reg = instr.gpr8.Value();
Node index_var;
SamplerInfo info;
info.type = texture_type;
info.is_array = is_array;
const std::optional<Sampler> sampler = is_bindless
? GetBindlessSampler(base_reg, info, index_var)
: GetSampler(instr.sampler, info);
Node4 values;
if (sampler == nullptr) {
std::generate(values.begin(), values.end(), [] { return Immediate(0); });
if (!sampler) {
std::generate(values.begin(), values.end(), [this] { return Immediate(0); });
WriteTexInstructionFloat(bb, instr, values);
break;
}
@ -214,14 +216,12 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
is_bindless = true;
[[fallthrough]];
case OpCode::Id::TXQ: {
// TODO: The new commits on the texture refactor, change the way samplers work.
// Sadly, not all texture instructions specify the type of texture their sampler
// uses. This must be fixed at a later instance.
Node index_var{};
const Sampler* sampler =
is_bindless ? GetBindlessSampler(instr.gpr8, index_var) : GetSampler(instr.sampler);
Node index_var;
const std::optional<Sampler> sampler = is_bindless
? GetBindlessSampler(instr.gpr8, {}, index_var)
: GetSampler(instr.sampler, {});
if (sampler == nullptr) {
if (!sampler) {
u32 indexer = 0;
for (u32 element = 0; element < 4; ++element) {
if (!instr.txq.IsComponentEnabled(element)) {
@ -267,12 +267,17 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
UNIMPLEMENTED_IF_MSG(instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
"NDV is not implemented");
auto texture_type = instr.tmml.texture_type.Value();
Node index_var{};
const Sampler* sampler =
is_bindless ? GetBindlessSampler(instr.gpr20, index_var) : GetSampler(instr.sampler);
const auto texture_type = instr.tmml.texture_type.Value();
const bool is_array = instr.tmml.array != 0;
SamplerInfo info;
info.type = texture_type;
info.is_array = is_array;
Node index_var;
const std::optional<Sampler> sampler =
is_bindless ? GetBindlessSampler(instr.gpr20, info, index_var)
: GetSampler(instr.sampler, info);
if (sampler == nullptr) {
if (!sampler) {
u32 indexer = 0;
for (u32 element = 0; element < 2; ++element) {
if (!instr.tmml.IsComponentEnabled(element)) {
@ -299,12 +304,11 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
coords.push_back(GetRegister(instr.gpr8.Value() + 1));
break;
default:
UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<u32>(texture_type));
UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<int>(texture_type));
// Fallback to interpreting as a 2D texture for now
coords.push_back(GetRegister(instr.gpr8.Value() + 0));
coords.push_back(GetRegister(instr.gpr8.Value() + 1));
texture_type = TextureType::Texture2D;
}
u32 indexer = 0;
for (u32 element = 0; element < 2; ++element) {
@ -353,98 +357,103 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
return pc;
}
ShaderIR::SamplerInfo ShaderIR::GetSamplerInfo(std::optional<SamplerInfo> sampler_info, u32 offset,
ShaderIR::SamplerInfo ShaderIR::GetSamplerInfo(SamplerInfo info, u32 offset,
std::optional<u32> buffer) {
if (sampler_info) {
return *sampler_info;
if (info.IsComplete()) {
return info;
}
const auto sampler = buffer ? registry.ObtainBindlessSampler(*buffer, offset)
: registry.ObtainBoundSampler(offset);
if (!sampler) {
LOG_WARNING(HW_GPU, "Unknown sampler info");
return SamplerInfo{TextureType::Texture2D, false, false, false};
info.type = info.type.value_or(Tegra::Shader::TextureType::Texture2D);
info.is_array = info.is_array.value_or(false);
info.is_shadow = info.is_shadow.value_or(false);
info.is_buffer = info.is_buffer.value_or(false);
return info;
}
return SamplerInfo{sampler->texture_type, sampler->is_array != 0, sampler->is_shadow != 0,
sampler->is_buffer != 0};
info.type = info.type.value_or(sampler->texture_type);
info.is_array = info.is_array.value_or(sampler->is_array != 0);
info.is_shadow = info.is_shadow.value_or(sampler->is_shadow != 0);
info.is_buffer = info.is_buffer.value_or(sampler->is_buffer != 0);
return info;
}
const Sampler* ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
std::optional<SamplerInfo> sampler_info) {
std::optional<Sampler> ShaderIR::GetSampler(Tegra::Shader::Sampler sampler,
SamplerInfo sampler_info) {
const auto offset = static_cast<u32>(sampler.index.Value());
const auto info = GetSamplerInfo(sampler_info, offset);
// If this sampler has already been used, return the existing mapping.
const auto it =
std::find_if(used_samplers.begin(), used_samplers.end(),
[offset](const Sampler& entry) { return entry.GetOffset() == offset; });
const auto it = std::find_if(used_samplers.begin(), used_samplers.end(),
[offset](const Sampler& entry) { return entry.offset == offset; });
if (it != used_samplers.end()) {
ASSERT(!it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
it->IsShadow() == info.is_shadow && it->IsBuffer() == info.is_buffer);
return &*it;
ASSERT(!it->is_bindless && it->type == info.type && it->is_array == info.is_array &&
it->is_shadow == info.is_shadow && it->is_buffer == info.is_buffer);
return *it;
}
// Otherwise create a new mapping for this sampler
const auto next_index = static_cast<u32>(used_samplers.size());
return &used_samplers.emplace_back(next_index, offset, info.type, info.is_array, info.is_shadow,
info.is_buffer, false);
return used_samplers.emplace_back(next_index, offset, *info.type, *info.is_array,
*info.is_shadow, *info.is_buffer, false);
}
const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, Node& index_var,
std::optional<SamplerInfo> sampler_info) {
std::optional<Sampler> ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, SamplerInfo info,
Node& index_var) {
const Node sampler_register = GetRegister(reg);
const auto [base_node, tracked_sampler_info] =
TrackBindlessSampler(sampler_register, global_code, static_cast<s64>(global_code.size()));
ASSERT(base_node != nullptr);
if (base_node == nullptr) {
return nullptr;
return std::nullopt;
}
if (const auto bindless_sampler_info =
std::get_if<BindlessSamplerNode>(&*tracked_sampler_info)) {
const u32 buffer = bindless_sampler_info->GetIndex();
const u32 offset = bindless_sampler_info->GetOffset();
const auto info = GetSamplerInfo(sampler_info, offset, buffer);
info = GetSamplerInfo(info, offset, buffer);
// If this sampler has already been used, return the existing mapping.
const auto it =
std::find_if(used_samplers.begin(), used_samplers.end(),
[buffer = buffer, offset = offset](const Sampler& entry) {
return entry.GetBuffer() == buffer && entry.GetOffset() == offset;
});
const auto it = std::find_if(used_samplers.begin(), used_samplers.end(),
[buffer = buffer, offset = offset](const Sampler& entry) {
return entry.buffer == buffer && entry.offset == offset;
});
if (it != used_samplers.end()) {
ASSERT(it->IsBindless() && it->GetType() == info.type &&
it->IsArray() == info.is_array && it->IsShadow() == info.is_shadow);
return &*it;
ASSERT(it->is_bindless && it->type == info.type && it->is_array == info.is_array &&
it->is_shadow == info.is_shadow);
return *it;
}
// Otherwise create a new mapping for this sampler
const auto next_index = static_cast<u32>(used_samplers.size());
return &used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array,
info.is_shadow, info.is_buffer, false);
} else if (const auto array_sampler_info =
std::get_if<ArraySamplerNode>(&*tracked_sampler_info)) {
return used_samplers.emplace_back(next_index, offset, buffer, *info.type, *info.is_array,
*info.is_shadow, *info.is_buffer, false);
}
if (const auto array_sampler_info = std::get_if<ArraySamplerNode>(&*tracked_sampler_info)) {
const u32 base_offset = array_sampler_info->GetBaseOffset() / 4;
index_var = GetCustomVariable(array_sampler_info->GetIndexVar());
const auto info = GetSamplerInfo(sampler_info, base_offset);
info = GetSamplerInfo(info, base_offset);
// If this sampler has already been used, return the existing mapping.
const auto it = std::find_if(
used_samplers.begin(), used_samplers.end(),
[base_offset](const Sampler& entry) { return entry.GetOffset() == base_offset; });
[base_offset](const Sampler& entry) { return entry.offset == base_offset; });
if (it != used_samplers.end()) {
ASSERT(!it->IsBindless() && it->GetType() == info.type &&
it->IsArray() == info.is_array && it->IsShadow() == info.is_shadow &&
it->IsBuffer() == info.is_buffer && it->IsIndexed());
return &*it;
ASSERT(!it->is_bindless && it->type == info.type && it->is_array == info.is_array &&
it->is_shadow == info.is_shadow && it->is_buffer == info.is_buffer &&
it->is_indexed);
return *it;
}
uses_indexed_samplers = true;
// Otherwise create a new mapping for this sampler
const auto next_index = static_cast<u32>(used_samplers.size());
return &used_samplers.emplace_back(next_index, base_offset, info.type, info.is_array,
info.is_shadow, info.is_buffer, true);
return used_samplers.emplace_back(next_index, base_offset, *info.type, *info.is_array,
*info.is_shadow, *info.is_buffer, true);
}
return nullptr;
return std::nullopt;
}
void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
@ -529,10 +538,16 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
ASSERT_MSG(texture_type != TextureType::Texture3D || !is_array || !is_shadow,
"Illegal texture type");
const SamplerInfo info{texture_type, is_array, is_shadow, false};
SamplerInfo info;
info.type = texture_type;
info.is_array = is_array;
info.is_shadow = is_shadow;
info.is_buffer = false;
Node index_var;
const Sampler* sampler = is_bindless ? GetBindlessSampler(*bindless_reg, index_var, info)
: GetSampler(instr.sampler, info);
const std::optional<Sampler> sampler = is_bindless
? GetBindlessSampler(*bindless_reg, info, index_var)
: GetSampler(instr.sampler, info);
if (!sampler) {
return {Immediate(0), Immediate(0), Immediate(0), Immediate(0)};
}
@ -683,12 +698,17 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
u64 parameter_register = instr.gpr20.Value();
const SamplerInfo info{texture_type, is_array, depth_compare, false};
Node index_var{};
const Sampler* sampler = is_bindless ? GetBindlessSampler(parameter_register++, index_var, info)
: GetSampler(instr.sampler, info);
SamplerInfo info;
info.type = texture_type;
info.is_array = is_array;
info.is_shadow = depth_compare;
Node index_var;
const std::optional<Sampler> sampler =
is_bindless ? GetBindlessSampler(parameter_register++, info, index_var)
: GetSampler(instr.sampler, info);
Node4 values;
if (sampler == nullptr) {
if (!sampler) {
for (u32 element = 0; element < values.size(); ++element) {
values[element] = Immediate(0);
}
@ -743,12 +763,12 @@ Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) {
// const Node aoffi_register{is_aoffi ? GetRegister(gpr20_cursor++) : nullptr};
// const Node multisample{is_multisample ? GetRegister(gpr20_cursor++) : nullptr};
const auto& sampler = *GetSampler(instr.sampler);
const std::optional<Sampler> sampler = GetSampler(instr.sampler, {});
Node4 values;
for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords;
MetaTexture meta{sampler, array_register, {}, {}, {}, {}, {}, lod, {}, element, {}};
MetaTexture meta{*sampler, array_register, {}, {}, {}, {}, {}, lod, {}, element, {}};
values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy));
}
@ -756,7 +776,11 @@ Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) {
}
Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is_array) {
const Sampler& sampler = *GetSampler(instr.sampler);
SamplerInfo info;
info.type = texture_type;
info.is_array = is_array;
info.is_shadow = false;
const std::optional<Sampler> sampler = GetSampler(instr.sampler, info);
const std::size_t type_coord_count = GetCoordCount(texture_type);
const bool lod_enabled = instr.tlds.GetTextureProcessMode() == TextureProcessMode::LL;
@ -784,7 +808,7 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
Node4 values;
for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords;
MetaTexture meta{sampler, array, {}, {}, {}, {}, {}, lod, {}, element, {}};
MetaTexture meta{*sampler, array, {}, {}, {}, {}, {}, lod, {}, element, {}};
values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy));
}
return values;