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Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS instructions."

- This reverts commit 3ef4b3d4b4.
- This commit had broken a lot of games. We really should do a full implementation of this in one change.
This commit is contained in:
bunnei 2018-08-21 19:44:37 -04:00
parent ac68c8a605
commit d63b1d21f1
2 changed files with 31 additions and 153 deletions

View File

@ -440,12 +440,13 @@ public:
}
declarations.AddNewLine();
const auto& samplers = GetSamplers();
for (const auto& sampler : samplers) {
declarations.AddLine("uniform " + sampler.GetTypeString() + ' ' + sampler.GetName() +
';');
// Append the sampler2D array for the used textures.
size_t num_samplers = GetSamplers().size();
if (num_samplers > 0) {
declarations.AddLine("uniform sampler2D " + SamplerEntry::GetArrayName(stage) + '[' +
std::to_string(num_samplers) + "];");
declarations.AddNewLine();
}
declarations.AddNewLine();
}
/// Returns a list of constant buffer declarations
@ -457,14 +458,13 @@ public:
}
/// Returns a list of samplers used in the shader
const std::vector<SamplerEntry>& GetSamplers() const {
std::vector<SamplerEntry> GetSamplers() const {
return used_samplers;
}
/// Returns the GLSL sampler used for the input shader sampler, and creates a new one if
/// necessary.
std::string AccessSampler(const Sampler& sampler, Tegra::Shader::TextureType type,
bool is_array) {
std::string AccessSampler(const Sampler& sampler) {
size_t offset = static_cast<size_t>(sampler.index.Value());
// If this sampler has already been used, return the existing mapping.
@ -473,13 +473,12 @@ public:
[&](const SamplerEntry& entry) { return entry.GetOffset() == offset; });
if (itr != used_samplers.end()) {
ASSERT(itr->GetType() == type && itr->IsArray() == is_array);
return itr->GetName();
}
// Otherwise create a new mapping for this sampler
size_t next_index = used_samplers.size();
SamplerEntry entry{stage, offset, next_index, type, is_array};
SamplerEntry entry{stage, offset, next_index};
used_samplers.emplace_back(entry);
return entry.GetName();
}
@ -657,8 +656,8 @@ private:
}
/// Generates code representing a texture sampler.
std::string GetSampler(const Sampler& sampler, Tegra::Shader::TextureType type, bool is_array) {
return regs.AccessSampler(sampler, type, is_array);
std::string GetSampler(const Sampler& sampler) {
return regs.AccessSampler(sampler);
}
/**
@ -1556,39 +1555,10 @@ private:
break;
}
case OpCode::Id::TEX: {
ASSERT_MSG(instr.tex.array == 0, "TEX arrays unimplemented");
std::string coord{};
switch (instr.tex.texture_type) {
case Tegra::Shader::TextureType::Texture2D: {
std::string x = regs.GetRegisterAsFloat(instr.gpr8);
std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
coord = "vec2 coords = vec2(" + x + ", " + y + ");";
break;
}
case Tegra::Shader::TextureType::Texture3D: {
std::string x = regs.GetRegisterAsFloat(instr.gpr8);
std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
std::string z = regs.GetRegisterAsFloat(instr.gpr20);
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
break;
}
case Tegra::Shader::TextureType::TextureCube: {
std::string x = regs.GetRegisterAsFloat(instr.gpr8);
std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
std::string z = regs.GetRegisterAsFloat(instr.gpr8.Value() + 2);
ASSERT(instr.gpr20.Value() == Register::ZeroIndex);
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
break;
}
default:
LOG_CRITICAL(HW_GPU, "Unhandled texture type {}",
static_cast<u32>(instr.tex.texture_type.Value()));
UNREACHABLE();
}
const std::string sampler =
GetSampler(instr.sampler, instr.tex.texture_type, instr.tex.array);
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("{");
@ -1610,72 +1580,20 @@ private:
break;
}
case OpCode::Id::TEXS: {
std::string coord{};
switch (instr.texs.GetTextureType()) {
case Tegra::Shader::TextureType::Texture2D: {
if (instr.texs.IsArrayTexture()) {
std::string index = regs.GetRegisterAsInteger(instr.gpr8);
std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
std::string y = regs.GetRegisterAsFloat(instr.gpr20);
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + index + ");";
} else {
std::string x = regs.GetRegisterAsFloat(instr.gpr8);
std::string y = regs.GetRegisterAsFloat(instr.gpr20);
coord = "vec2 coords = vec2(" + x + ", " + y + ");";
}
break;
}
case Tegra::Shader::TextureType::Texture3D: {
std::string x = regs.GetRegisterAsFloat(instr.gpr8);
std::string y = regs.GetRegisterAsFloat(instr.gpr20);
std::string z = regs.GetRegisterAsFloat(instr.gpr20.Value() + 1);
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
break;
}
case Tegra::Shader::TextureType::TextureCube: {
std::string x = regs.GetRegisterAsFloat(instr.gpr8);
std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
std::string z = regs.GetRegisterAsFloat(instr.gpr20);
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
break;
}
default:
LOG_CRITICAL(HW_GPU, "Unhandled texture type {}",
static_cast<u32>(instr.texs.GetTextureType()));
UNREACHABLE();
}
const std::string sampler = GetSampler(instr.sampler, instr.texs.GetTextureType(),
instr.texs.IsArrayTexture());
const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20);
const std::string sampler = GetSampler(instr.sampler);
const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
const std::string texture = "texture(" + sampler + ", coords)";
WriteTexsInstruction(instr, coord, texture);
break;
}
case OpCode::Id::TLDS: {
ASSERT(instr.tlds.GetTextureType() == Tegra::Shader::TextureType::Texture2D);
ASSERT(instr.tlds.IsArrayTexture() == false);
std::string coord{};
switch (instr.tlds.GetTextureType()) {
case Tegra::Shader::TextureType::Texture2D: {
if (instr.tlds.IsArrayTexture()) {
LOG_CRITICAL(HW_GPU, "Unhandled 2d array texture");
UNREACHABLE();
} else {
std::string x = regs.GetRegisterAsInteger(instr.gpr8);
std::string y = regs.GetRegisterAsInteger(instr.gpr20);
coord = "ivec2 coords = ivec2(" + x + ", " + y + ");";
}
break;
}
default:
LOG_CRITICAL(HW_GPU, "Unhandled texture type {}",
static_cast<u32>(instr.tlds.GetTextureType()));
UNREACHABLE();
}
const std::string sampler = GetSampler(instr.sampler, instr.tlds.GetTextureType(),
instr.tlds.IsArrayTexture());
const std::string op_a = regs.GetRegisterAsInteger(instr.gpr8);
const std::string op_b = regs.GetRegisterAsInteger(instr.gpr20);
const std::string sampler = GetSampler(instr.sampler);
const std::string coord = "ivec2 coords = ivec2(" + op_a + ", " + op_b + ");";
const std::string texture = "texelFetch(" + sampler + ", coords, 0)";
WriteTexsInstruction(instr, coord, texture);
break;
@ -1698,8 +1616,7 @@ private:
UNREACHABLE();
}
const std::string sampler =
GetSampler(instr.sampler, instr.tld4.texture_type, instr.tld4.array);
const std::string sampler = GetSampler(instr.sampler);
// 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("{");
@ -1725,8 +1642,7 @@ private:
const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20);
// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
const std::string sampler =
GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false);
const std::string sampler = GetSampler(instr.sampler);
const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
const std::string texture = "textureGather(" + sampler + ", coords, " +
std::to_string(instr.tld4s.component) + ')';

View File

@ -11,7 +11,6 @@
#include <vector>
#include "common/common_types.h"
#include "common/hash.h"
#include "video_core/engines/shader_bytecode.h"
namespace GLShader {
@ -73,9 +72,8 @@ class SamplerEntry {
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
public:
SamplerEntry(Maxwell::ShaderStage stage, size_t offset, size_t index,
Tegra::Shader::TextureType type, bool is_array)
: offset(offset), stage(stage), sampler_index(index), type(type), is_array(is_array) {}
SamplerEntry(Maxwell::ShaderStage stage, size_t offset, size_t index)
: offset(offset), stage(stage), sampler_index(index) {}
size_t GetOffset() const {
return offset;
@ -90,41 +88,8 @@ public:
}
std::string GetName() const {
return std::string(TextureSamplerNames[static_cast<size_t>(stage)]) + '_' +
std::to_string(sampler_index);
}
std::string GetTypeString() const {
using Tegra::Shader::TextureType;
std::string glsl_type;
switch (type) {
case TextureType::Texture1D:
glsl_type = "sampler1D";
break;
case TextureType::Texture2D:
glsl_type = "sampler2D";
break;
case TextureType::Texture3D:
glsl_type = "sampler3D";
break;
case TextureType::TextureCube:
glsl_type = "samplerCube";
break;
default:
UNIMPLEMENTED();
}
if (is_array)
glsl_type += "Array";
return glsl_type;
}
Tegra::Shader::TextureType GetType() const {
return type;
}
bool IsArray() const {
return is_array;
return std::string(TextureSamplerNames[static_cast<size_t>(stage)]) + '[' +
std::to_string(sampler_index) + ']';
}
static std::string GetArrayName(Maxwell::ShaderStage stage) {
@ -135,14 +100,11 @@ private:
static constexpr std::array<const char*, Maxwell::MaxShaderStage> TextureSamplerNames = {
"tex_vs", "tex_tessc", "tex_tesse", "tex_gs", "tex_fs",
};
/// Offset in TSC memory from which to read the sampler object, as specified by the sampling
/// instruction.
size_t offset;
Maxwell::ShaderStage stage; ///< Shader stage where this sampler was used.
size_t sampler_index; ///< Value used to index into the generated GLSL sampler array.
Tegra::Shader::TextureType type; ///< The type used to sample this texture (Texture2D, etc)
bool is_array; ///< Whether the texture is being sampled as an array texture or not.
Maxwell::ShaderStage stage; ///< Shader stage where this sampler was used.
size_t sampler_index; ///< Value used to index into the generated GLSL sampler array.
};
struct ShaderEntries {