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Merge pull request #494 from bunnei/shader-tex

gl_shader_decompiler: Implement TEX, fixes for TEXS.
This commit is contained in:
bunnei 2018-06-03 12:05:38 -04:00 committed by GitHub
commit bb9d39b8fe
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2 changed files with 58 additions and 2 deletions

View File

@ -261,6 +261,19 @@ union Instruction {
BitField<50, 1, u64> saturate_a; BitField<50, 1, u64> saturate_a;
} conversion; } conversion;
union {
BitField<31, 4, u64> component_mask;
bool IsComponentEnabled(size_t component) const {
return ((1 << component) & component_mask) != 0;
}
} tex;
union {
// TODO(bunnei): This is just a guess, needs to be verified
BitField<52, 1, u64> enable_g_component;
} texs;
BitField<61, 1, u64> is_b_imm; BitField<61, 1, u64> is_b_imm;
BitField<60, 1, u64> is_b_gpr; BitField<60, 1, u64> is_b_gpr;
BitField<59, 1, u64> is_c_gpr; BitField<59, 1, u64> is_c_gpr;
@ -281,6 +294,7 @@ public:
KIL, KIL,
LD_A, LD_A,
ST_A, ST_A,
TEX,
TEXQ, // Texture Query TEXQ, // Texture Query
TEXS, // Texture Fetch with scalar/non-vec4 source/destinations TEXS, // Texture Fetch with scalar/non-vec4 source/destinations
TLDS, // Texture Load with scalar/non-vec4 source/destinations TLDS, // Texture Load with scalar/non-vec4 source/destinations
@ -444,6 +458,7 @@ private:
INST("111000110011----", Id::KIL, Type::Flow, "KIL"), INST("111000110011----", Id::KIL, Type::Flow, "KIL"),
INST("1110111111011---", Id::LD_A, Type::Memory, "LD_A"), INST("1110111111011---", Id::LD_A, Type::Memory, "LD_A"),
INST("1110111111110---", Id::ST_A, Type::Memory, "ST_A"), INST("1110111111110---", Id::ST_A, Type::Memory, "ST_A"),
INST("1100000000111---", Id::TEX, Type::Memory, "TEX"),
INST("1101111101001---", Id::TEXQ, Type::Memory, "TEXQ"), INST("1101111101001---", Id::TEXQ, Type::Memory, "TEXQ"),
INST("1101100---------", Id::TEXS, Type::Memory, "TEXS"), INST("1101100---------", Id::TEXS, Type::Memory, "TEXS"),
INST("1101101---------", Id::TLDS, Type::Memory, "TLDS"), INST("1101101---------", Id::TLDS, Type::Memory, "TLDS"),

View File

@ -896,6 +896,32 @@ private:
instr.gpr0); instr.gpr0);
break; break;
} }
case OpCode::Id::TEX: {
ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
const std::string op_b = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
const std::string sampler = GetSampler(instr.sampler);
const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
// Add an extra scope and declare the texture coords inside to prevent overwriting
// them in case they are used as outputs of the texs instruction.
shader.AddLine("{");
++shader.scope;
shader.AddLine(coord);
const std::string texture = "texture(" + sampler + ", coords)";
size_t dest_elem{};
for (size_t elem = 0; elem < instr.attribute.fmt20.size; ++elem) {
if (!instr.tex.IsComponentEnabled(elem)) {
// Skip disabled components
continue;
}
regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
++dest_elem;
}
--shader.scope;
shader.AddLine("}");
break;
}
case OpCode::Id::TEXS: { case OpCode::Id::TEXS: {
ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested"); ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8); const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
@ -908,8 +934,23 @@ private:
++shader.scope; ++shader.scope;
shader.AddLine(coord); shader.AddLine(coord);
const std::string texture = "texture(" + sampler + ", coords)"; const std::string texture = "texture(" + sampler + ", coords)";
for (unsigned elem = 0; elem < instr.attribute.fmt20.size; ++elem) {
regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, elem); // TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA goes
// into gpr28+0 and gpr28+1
size_t offset{};
for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) {
for (unsigned elem = 0; elem < 2; ++elem) {
if (dest + elem >= Register::ZeroIndex) {
// Skip invalid register values
break;
}
regs.SetRegisterToFloat(dest, elem + offset, texture, 1, 4, false, elem);
if (!instr.texs.enable_g_component) {
// Skip the second component
break;
}
}
offset += 2;
} }
--shader.scope; --shader.scope;
shader.AddLine("}"); shader.AddLine("}");