yuzu-emu
/
yuzu-android
Archived
1
0
Fork 0

Adapt Bindless to work with AOFFI

This commit is contained in:
Fernando Sahmkow 2019-04-08 12:07:56 -04:00
parent 492040bd9c
commit ef8be408d3
1 changed files with 18 additions and 7 deletions

View File

@ -67,11 +67,12 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
const TextureType texture_type{instr.tex_b.texture_type}; const TextureType texture_type{instr.tex_b.texture_type};
const bool is_array = instr.tex_b.array != 0; const bool is_array = instr.tex_b.array != 0;
const bool is_aoffi = instr.tex.UsesMiscMode(TextureMiscMode::AOFFI);
const bool depth_compare = instr.tex_b.UsesMiscMode(TextureMiscMode::DC); const bool depth_compare = instr.tex_b.UsesMiscMode(TextureMiscMode::DC);
const auto process_mode = instr.tex_b.GetTextureProcessMode(); const auto process_mode = instr.tex_b.GetTextureProcessMode();
WriteTexInstructionFloat( WriteTexInstructionFloat(bb, instr,
bb, instr, GetTexCode(instr, texture_type, process_mode, depth_compare,
GetTexCode(instr, texture_type, process_mode, depth_compare, is_array, {instr.gpr20})); is_array, is_aoffi, {instr.gpr20}));
break; break;
} }
case OpCode::Id::TEXS: { case OpCode::Id::TEXS: {
@ -384,7 +385,9 @@ void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr,
Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type, Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
TextureProcessMode process_mode, std::vector<Node> coords, TextureProcessMode process_mode, std::vector<Node> coords,
Node array, Node depth_compare, u32 bias_offset, std::vector<Node> aoffi, std::optional<Tegra::Shader::Register> bindless_reg) { Node array, Node depth_compare, u32 bias_offset,
std::vector<Node> aoffi,
std::optional<Tegra::Shader::Register> bindless_reg) {
const bool is_array = array; const bool is_array = array;
const bool is_shadow = depth_compare; const bool is_shadow = depth_compare;
const bool is_bindless = bindless_reg.has_value(); const bool is_bindless = bindless_reg.has_value();
@ -451,7 +454,14 @@ Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
const bool lod_bias_enabled{ const bool lod_bias_enabled{
(process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ)}; (process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ)};
const bool is_bindless = bindless_reg.has_value();
u64 parameter_register = instr.gpr20.Value(); u64 parameter_register = instr.gpr20.Value();
if (is_bindless) {
++parameter_register;
}
const u32 bias_lod_offset = (is_bindless ? 1 : 0);
if (lod_bias_enabled) { if (lod_bias_enabled) {
++parameter_register; ++parameter_register;
} }
@ -478,7 +488,6 @@ Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
if (is_aoffi) { if (is_aoffi) {
aoffi = GetAoffiCoordinates(GetRegister(parameter_register++), coord_count, false); aoffi = GetAoffiCoordinates(GetRegister(parameter_register++), coord_count, false);
} }
const u32 bindless_offset = (is_bindless ? 1 : 0);
Node dc{}; Node dc{};
if (depth_compare) { if (depth_compare) {
@ -487,7 +496,8 @@ Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
dc = GetRegister(parameter_register++); dc = GetRegister(parameter_register++);
} }
return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, 0, aoffi, bindless_reg); return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_lod_offset,
aoffi, bindless_reg);
} }
Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type, Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
@ -523,7 +533,8 @@ Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
dc = GetRegister(depth_register); dc = GetRegister(depth_register);
} }
return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_offset, {}); return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_offset, {},
{});
} }
Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool depth_compare, Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool depth_compare,