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Merge pull request #3415 from ReinUsesLisp/texture-code

shader/texture: Allow 2D shadow arrays and simplify code
This commit is contained in:
bunnei 2020-02-19 20:06:14 -05:00 committed by GitHub
commit bf0c929d4c
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1 changed files with 28 additions and 43 deletions

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@ -522,52 +522,38 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
Node array, Node depth_compare, u32 bias_offset, Node array, Node depth_compare, u32 bias_offset,
std::vector<Node> aoffi, std::vector<Node> aoffi,
std::optional<Tegra::Shader::Register> bindless_reg) { std::optional<Tegra::Shader::Register> bindless_reg) {
const auto is_array = static_cast<bool>(array); const bool is_array = array != nullptr;
const auto is_shadow = static_cast<bool>(depth_compare); const bool is_shadow = depth_compare != nullptr;
const bool is_bindless = bindless_reg.has_value(); const bool is_bindless = bindless_reg.has_value();
UNIMPLEMENTED_IF_MSG((texture_type == TextureType::Texture3D && (is_array || is_shadow)) || UNIMPLEMENTED_IF(texture_type == TextureType::TextureCube && is_array && is_shadow);
(texture_type == TextureType::TextureCube && is_array && is_shadow), ASSERT_MSG(texture_type != TextureType::Texture3D || is_array || is_shadow,
"This method is not supported."); "Illegal texture type");
const SamplerInfo info{texture_type, is_array, is_shadow, false}; const SamplerInfo info{texture_type, is_array, is_shadow, false};
Node index_var{}; Node index_var;
const Sampler* sampler = is_bindless ? GetBindlessSampler(*bindless_reg, index_var, info) const Sampler* sampler = is_bindless ? GetBindlessSampler(*bindless_reg, index_var, info)
: GetSampler(instr.sampler, info); : GetSampler(instr.sampler, info);
Node4 values; if (!sampler) {
if (sampler == nullptr) { return {Immediate(0), Immediate(0), Immediate(0), Immediate(0)};
for (u32 element = 0; element < values.size(); ++element) {
values[element] = Immediate(0);
}
return values;
} }
const bool lod_needed = process_mode == TextureProcessMode::LZ || const bool lod_needed = process_mode == TextureProcessMode::LZ ||
process_mode == TextureProcessMode::LL || process_mode == TextureProcessMode::LL ||
process_mode == TextureProcessMode::LLA; process_mode == TextureProcessMode::LLA;
const OperationCode opcode = lod_needed ? OperationCode::TextureLod : OperationCode::Texture;
// LOD selection (either via bias or explicit textureLod) not supported in GL for
// sampler2DArrayShadow and samplerCubeArrayShadow.
const bool gl_lod_supported =
!((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && is_shadow) ||
(texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
const OperationCode read_method =
(lod_needed && gl_lod_supported) ? OperationCode::TextureLod : OperationCode::Texture;
UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
Node bias; Node bias;
Node lod; Node lod;
if (process_mode != TextureProcessMode::None && gl_lod_supported) {
switch (process_mode) { switch (process_mode) {
case TextureProcessMode::None:
break;
case TextureProcessMode::LZ: case TextureProcessMode::LZ:
lod = Immediate(0.0f); lod = Immediate(0.0f);
break; break;
case TextureProcessMode::LB: case TextureProcessMode::LB:
// If present, lod or bias are always stored in the register // If present, lod or bias are always stored in the register indexed by the gpr20 field with
// indexed by the gpr20 field with an offset depending on the // an offset depending on the usage of the other registers.
// usage of the other registers
bias = GetRegister(instr.gpr20.Value() + bias_offset); bias = GetRegister(instr.gpr20.Value() + bias_offset);
break; break;
case TextureProcessMode::LL: case TextureProcessMode::LL:
@ -577,13 +563,12 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
UNIMPLEMENTED_MSG("Unimplemented process mode={}", static_cast<u32>(process_mode)); UNIMPLEMENTED_MSG("Unimplemented process mode={}", static_cast<u32>(process_mode));
break; break;
} }
}
Node4 values;
for (u32 element = 0; element < values.size(); ++element) { for (u32 element = 0; element < values.size(); ++element) {
auto copy_coords = coords;
MetaTexture meta{*sampler, array, depth_compare, aoffi, {}, {}, bias, MetaTexture meta{*sampler, array, depth_compare, aoffi, {}, {}, bias,
lod, {}, element, index_var}; lod, {}, element, index_var};
values[element] = Operation(read_method, meta, std::move(copy_coords)); values[element] = Operation(opcode, meta, coords);
} }
return values; return values;