shader/texture: Remove NODEP warnings
These warnings don't offer meaningful information while decoding shaders. Remove them.
This commit is contained in:
parent
654b77d2ec
commit
35d40b74b3
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@ -44,10 +44,6 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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bool is_bindless = false;
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bool is_bindless = false;
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switch (opcode->get().GetId()) {
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switch (opcode->get().GetId()) {
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case OpCode::Id::TEX: {
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case OpCode::Id::TEX: {
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if (instr.tex.UsesMiscMode(TextureMiscMode::NODEP)) {
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LOG_WARNING(HW_GPU, "TEX.NODEP implementation is incomplete");
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}
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const TextureType texture_type{instr.tex.texture_type};
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const TextureType texture_type{instr.tex.texture_type};
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const bool is_array = instr.tex.array != 0;
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const bool is_array = instr.tex.array != 0;
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const bool is_aoffi = instr.tex.UsesMiscMode(TextureMiscMode::AOFFI);
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const bool is_aoffi = instr.tex.UsesMiscMode(TextureMiscMode::AOFFI);
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@ -62,10 +58,6 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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UNIMPLEMENTED_IF_MSG(instr.tex.UsesMiscMode(TextureMiscMode::AOFFI),
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UNIMPLEMENTED_IF_MSG(instr.tex.UsesMiscMode(TextureMiscMode::AOFFI),
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"AOFFI is not implemented");
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"AOFFI is not implemented");
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if (instr.tex.UsesMiscMode(TextureMiscMode::NODEP)) {
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LOG_WARNING(HW_GPU, "TEX.NODEP implementation is incomplete");
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}
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const TextureType texture_type{instr.tex_b.texture_type};
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const TextureType texture_type{instr.tex_b.texture_type};
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const bool is_array = instr.tex_b.array != 0;
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const bool is_array = instr.tex_b.array != 0;
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const bool is_aoffi = instr.tex.UsesMiscMode(TextureMiscMode::AOFFI);
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const bool is_aoffi = instr.tex.UsesMiscMode(TextureMiscMode::AOFFI);
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@ -82,10 +74,6 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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const bool depth_compare = instr.texs.UsesMiscMode(TextureMiscMode::DC);
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const bool depth_compare = instr.texs.UsesMiscMode(TextureMiscMode::DC);
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const auto process_mode = instr.texs.GetTextureProcessMode();
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const auto process_mode = instr.texs.GetTextureProcessMode();
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if (instr.texs.UsesMiscMode(TextureMiscMode::NODEP)) {
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LOG_WARNING(HW_GPU, "TEXS.NODEP implementation is incomplete");
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}
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const Node4 components =
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const Node4 components =
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GetTexsCode(instr, texture_type, process_mode, depth_compare, is_array);
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GetTexsCode(instr, texture_type, process_mode, depth_compare, is_array);
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@ -107,10 +95,6 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::PTP),
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UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::PTP),
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"PTP is not implemented");
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"PTP is not implemented");
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if (instr.tld4.UsesMiscMode(TextureMiscMode::NODEP)) {
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LOG_WARNING(HW_GPU, "TLD4.NODEP implementation is incomplete");
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}
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const auto texture_type = instr.tld4.texture_type.Value();
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const auto texture_type = instr.tld4.texture_type.Value();
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const bool depth_compare = is_bindless ? instr.tld4_b.UsesMiscMode(TextureMiscMode::DC)
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const bool depth_compare = is_bindless ? instr.tld4_b.UsesMiscMode(TextureMiscMode::DC)
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: instr.tld4.UsesMiscMode(TextureMiscMode::DC);
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: instr.tld4.UsesMiscMode(TextureMiscMode::DC);
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@ -125,9 +109,6 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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case OpCode::Id::TLD4S: {
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case OpCode::Id::TLD4S: {
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UNIMPLEMENTED_IF_MSG(instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI),
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UNIMPLEMENTED_IF_MSG(instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI),
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"AOFFI is not implemented");
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"AOFFI is not implemented");
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if (instr.tld4s.UsesMiscMode(TextureMiscMode::NODEP)) {
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LOG_WARNING(HW_GPU, "TLD4S.NODEP implementation is incomplete");
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}
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const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
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const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
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const Node op_a = GetRegister(instr.gpr8);
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const Node op_a = GetRegister(instr.gpr8);
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@ -164,10 +145,6 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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is_bindless = true;
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is_bindless = true;
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[[fallthrough]];
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[[fallthrough]];
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case OpCode::Id::TXQ: {
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case OpCode::Id::TXQ: {
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if (instr.txq.UsesMiscMode(TextureMiscMode::NODEP)) {
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LOG_WARNING(HW_GPU, "TXQ.NODEP implementation is incomplete");
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}
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// TODO: The new commits on the texture refactor, change the way samplers work.
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// TODO: The new commits on the texture refactor, change the way samplers work.
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// Sadly, not all texture instructions specify the type of texture their sampler
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// Sadly, not all texture instructions specify the type of texture their sampler
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// uses. This must be fixed at a later instance.
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// uses. This must be fixed at a later instance.
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@ -205,10 +182,6 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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UNIMPLEMENTED_IF_MSG(instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
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UNIMPLEMENTED_IF_MSG(instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
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"NDV is not implemented");
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"NDV is not implemented");
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if (instr.tmml.UsesMiscMode(TextureMiscMode::NODEP)) {
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LOG_WARNING(HW_GPU, "TMML.NODEP implementation is incomplete");
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}
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auto texture_type = instr.tmml.texture_type.Value();
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auto texture_type = instr.tmml.texture_type.Value();
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const bool is_array = instr.tmml.array != 0;
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const bool is_array = instr.tmml.array != 0;
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const auto& sampler =
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const auto& sampler =
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@ -254,10 +227,6 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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UNIMPLEMENTED_IF_MSG(instr.tld.ms, "MS is not implemented");
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UNIMPLEMENTED_IF_MSG(instr.tld.ms, "MS is not implemented");
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UNIMPLEMENTED_IF_MSG(instr.tld.cl, "CL is not implemented");
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UNIMPLEMENTED_IF_MSG(instr.tld.cl, "CL is not implemented");
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if (instr.tld.nodep_flag) {
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LOG_WARNING(HW_GPU, "TLD.NODEP implementation is incomplete");
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}
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WriteTexInstructionFloat(bb, instr, GetTldCode(instr));
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WriteTexInstructionFloat(bb, instr, GetTldCode(instr));
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break;
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break;
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}
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}
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@ -269,10 +238,6 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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"AOFFI is not implemented");
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"AOFFI is not implemented");
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UNIMPLEMENTED_IF_MSG(instr.tlds.UsesMiscMode(TextureMiscMode::MZ), "MZ is not implemented");
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UNIMPLEMENTED_IF_MSG(instr.tlds.UsesMiscMode(TextureMiscMode::MZ), "MZ is not implemented");
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if (instr.tlds.UsesMiscMode(TextureMiscMode::NODEP)) {
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LOG_WARNING(HW_GPU, "TLDS.NODEP implementation is incomplete");
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}
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const Node4 components = GetTldsCode(instr, texture_type, is_array);
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const Node4 components = GetTldsCode(instr, texture_type, is_array);
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if (instr.tlds.fp32_flag) {
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if (instr.tlds.fp32_flag) {
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