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gl_shader_decompiler: Allow 1D textures to be texture buffers

This commit is contained in:
ReinUsesLisp 2019-04-27 21:45:59 -03:00
parent 4e81fc8296
commit 6c81c8f5b7
1 changed files with 38 additions and 4 deletions

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@ -453,9 +453,13 @@ private:
void DeclareSamplers() { void DeclareSamplers() {
const auto& samplers = ir.GetSamplers(); const auto& samplers = ir.GetSamplers();
for (const auto& sampler : samplers) { for (const auto& sampler : samplers) {
std::string sampler_type = [&sampler] { const std::string name{GetSampler(sampler)};
const std::string description{"layout (binding = SAMPLER_BINDING_" +
std::to_string(sampler.GetIndex()) + ") uniform "};
std::string sampler_type = [&]() {
switch (sampler.GetType()) { switch (sampler.GetType()) {
case Tegra::Shader::TextureType::Texture1D: case Tegra::Shader::TextureType::Texture1D:
// Special cased, read below.
return "sampler1D"; return "sampler1D";
case Tegra::Shader::TextureType::Texture2D: case Tegra::Shader::TextureType::Texture2D:
return "sampler2D"; return "sampler2D";
@ -475,8 +479,19 @@ private:
sampler_type += "Shadow"; sampler_type += "Shadow";
} }
code.AddLine("layout (binding = SAMPLER_BINDING_{}) uniform {} {};", sampler.GetIndex(), if (sampler.GetType() == Tegra::Shader::TextureType::Texture1D) {
sampler_type, GetSampler(sampler)); // 1D textures can be aliased to texture buffers, hide the declarations behind a
// preprocessor flag and use one or the other from the GPU state. This has to be
// done because shaders don't have enough information to determine the texture type.
EmitIfdefIsBuffer(sampler);
code.AddLine(description + "samplerBuffer " + name + ';');
code.AddLine("#else");
code.AddLine(description + sampler_type + ' ' + name + ';');
code.AddLine("#endif");
} else {
// The other texture types (2D, 3D and cubes) don't have this issue.
code.AddLine(description + sampler_type + ' ' + name + ';');
}
} }
if (!samplers.empty()) { if (!samplers.empty()) {
code.AddNewLine(); code.AddNewLine();
@ -1439,13 +1454,28 @@ private:
else if (next < count) else if (next < count)
expr += ", "; expr += ", ";
} }
// Store a copy of the expression without the lod to be used with texture buffers
std::string expr_buffer = expr;
if (meta->lod) { if (meta->lod) {
expr += ", "; expr += ", ";
expr += CastOperand(Visit(meta->lod), Type::Int); expr += CastOperand(Visit(meta->lod), Type::Int);
} }
expr += ')'; expr += ')';
expr += GetSwizzle(meta->element);
return expr + GetSwizzle(meta->element); expr_buffer += ')';
expr_buffer += GetSwizzle(meta->element);
const std::string tmp{code.GenerateTemporary()};
EmitIfdefIsBuffer(meta->sampler);
code.AddLine("float " + tmp + " = " + expr_buffer + ';');
code.AddLine("#else");
code.AddLine("float " + tmp + " = " + expr + ';');
code.AddLine("#endif");
return tmp;
} }
std::string Branch(Operation operation) { std::string Branch(Operation operation) {
@ -1756,6 +1786,10 @@ private:
return GetDeclarationWithSuffix(static_cast<u32>(sampler.GetIndex()), "sampler"); return GetDeclarationWithSuffix(static_cast<u32>(sampler.GetIndex()), "sampler");
} }
void EmitIfdefIsBuffer(const Sampler& sampler) {
code.AddLine(fmt::format("#ifdef SAMPLER_{}_IS_BUFFER", sampler.GetIndex()));
}
std::string GetDeclarationWithSuffix(u32 index, const std::string& name) const { std::string GetDeclarationWithSuffix(u32 index, const std::string& name) const {
return fmt::format("{}_{}_{}", name, index, suffix); return fmt::format("{}_{}_{}", name, index, suffix);
} }