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Shader: Implemented the TLD4 and TLD4S opcodes using GLSL's textureGather.

It is unknown how TLD4S determines the sampler type, more research is needed.
This commit is contained in:
Subv 2018-08-19 12:55:50 -05:00
parent 3ef4b3d4b4
commit 7fb406c3fc
1 changed files with 51 additions and 0 deletions

View File

@ -1567,6 +1567,57 @@ private:
WriteTexsInstruction(instr, coord, texture);
break;
}
case OpCode::Id::TLD4: {
ASSERT(instr.tld4.texture_type == Tegra::Shader::TextureType::Texture2D);
ASSERT(instr.tld4.array == 0);
std::string coord{};
switch (instr.tld4.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;
}
default:
UNIMPLEMENTED();
}
const std::string sampler =
GetSampler(instr.sampler, instr.tld4.texture_type, instr.tld4.array);
// 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("{");
++shader.scope;
shader.AddLine(coord);
const std::string texture = "textureGather(" + sampler + ", coords, " +
std::to_string(instr.tld4.component) + ')';
size_t dest_elem{};
for (size_t elem = 0; elem < 4; ++elem) {
if (!instr.tex.IsComponentEnabled(elem)) {
// Skip disabled components
continue;
}
regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
++dest_elem;
}
--shader.scope;
shader.AddLine("}");
break;
}
case OpCode::Id::TLD4S: {
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 coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
const std::string texture = "textureGather(" + sampler + ", coords, " +
std::to_string(instr.tld4s.component) + ')';
WriteTexsInstruction(instr, coord, texture);
break;
}
default: {
LOG_CRITICAL(HW_GPU, "Unhandled memory instruction: {}", opcode->GetName());
UNREACHABLE();