Fix Texture Overlapping
This commit is contained in:
parent
7668ef51d6
commit
8c797464a2
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@ -1261,7 +1261,15 @@ private:
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regs.SetRegisterToInteger(dest, true, 0, result, 1, 1);
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}
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void WriteTexsInstruction(const Instruction& instr, const std::string& texture) {
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void WriteTexsInstruction(const Instruction& instr, const std::string& coord,
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const std::string& texture) {
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// Add an extra scope and declare the texture coords inside to prevent
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// overwriting them in case they are used as outputs of the texs instruction.
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shader.AddLine('{');
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++shader.scope;
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shader.AddLine(coord);
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shader.AddLine("vec4 texture_tmp = " + texture + ';');
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// TEXS has two destination registers and a swizzle. The first two elements in the swizzle
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// go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
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@ -1273,17 +1281,19 @@ private:
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if (written_components < 2) {
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// Write the first two swizzle components to gpr0 and gpr0+1
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regs.SetRegisterToFloat(instr.gpr0, component, texture, 1, 4, false,
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regs.SetRegisterToFloat(instr.gpr0, component, "texture_tmp", 1, 4, false,
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written_components % 2);
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} else {
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ASSERT(instr.texs.HasTwoDestinations());
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// Write the rest of the swizzle components to gpr28 and gpr28+1
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regs.SetRegisterToFloat(instr.gpr28, component, texture, 1, 4, false,
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regs.SetRegisterToFloat(instr.gpr28, component, "texture_tmp", 1, 4, false,
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written_components % 2);
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}
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++written_components;
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}
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--shader.scope;
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shader.AddLine('}');
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}
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static u32 TextureCoordinates(Tegra::Shader::TextureType texture_type) {
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@ -2505,7 +2515,7 @@ private:
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array_elem = regs.GetRegisterAsInteger(instr.gpr8);
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start_index = 1;
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}
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auto process_mode = instr.tex.GetTextureProcessMode();
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const auto process_mode = instr.tex.GetTextureProcessMode();
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u32 start_index_b = 0;
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std::string lod_value;
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if (process_mode != Tegra::Shader::TextureProcessMode::LZ &&
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@ -2563,8 +2573,10 @@ private:
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}
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case 3: {
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index);
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const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 1);
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const std::string z = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 2);
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const std::string y =
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regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 1);
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const std::string z =
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regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 2);
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if (is_array) {
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depth_compare_extra = depth_compare;
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coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " +
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@ -2595,7 +2607,7 @@ private:
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// Add an extra scope and declare the texture coords inside to prevent
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// overwriting them in case they are used as outputs of the texs instruction.
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shader.AddLine("{");
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shader.AddLine('{');
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++shader.scope;
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shader.AddLine(coord);
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std::string texture;
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@ -2624,7 +2636,8 @@ private:
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texture = "texture(" + sampler + ", coords, " + lod_value + ')';
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} else {
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texture = "texture(" + sampler + ", coords, " + depth_value + ')';
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LOG_WARNING(HW_GPU, "OpenGL Limitation: can't set bias value along depth compare");
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LOG_WARNING(HW_GPU,
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"OpenGL Limitation: can't set bias value along depth compare");
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}
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break;
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}
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@ -2635,7 +2648,8 @@ private:
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texture = "textureLod(" + sampler + ", coords, " + lod_value + ')';
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} else {
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texture = "texture(" + sampler + ", coords, " + depth_value + ')';
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LOG_WARNING(HW_GPU, "OpenGL Limitation: can't set lod value along depth compare");
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LOG_WARNING(HW_GPU,
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"OpenGL Limitation: can't set lod value along depth compare");
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}
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break;
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}
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@ -2650,20 +2664,22 @@ private:
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}
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}
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if (!depth_compare) {
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shader.AddLine("vec4 texture_tmp = " + texture + ';');
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std::size_t dest_elem{};
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for (std::size_t elem = 0; elem < 4; ++elem) {
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if (!instr.tex.IsComponentEnabled(elem)) {
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// Skip disabled components
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continue;
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}
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regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
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regs.SetRegisterToFloat(instr.gpr0, elem, "texture_tmp", 1, 4, false,
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dest_elem);
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++dest_elem;
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}
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} else {
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regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false);
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}
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--shader.scope;
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shader.AddLine("}");
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shader.AddLine('}');
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break;
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}
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case OpCode::Id::TEXS: {
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@ -2676,8 +2692,9 @@ private:
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const bool depth_compare =
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instr.texs.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC);
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u32 num_coordinates = TextureCoordinates(texture_type);
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auto process_mode = instr.texs.GetTextureProcessMode();
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const auto process_mode = instr.texs.GetTextureProcessMode();
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std::string lod_value;
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std::string coord;
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u32 lod_offset = 0;
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if (process_mode == Tegra::Shader::TextureProcessMode::LL) {
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if (num_coordinates > 2) {
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@ -2689,38 +2706,46 @@ private:
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}
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}
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// Scope to avoid variable name overlaps.
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shader.AddLine('{');
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++shader.scope;
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switch (num_coordinates) {
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case 1: {
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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coord = "float coords = " + x + ';';
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coord = "float coords = " + regs.GetRegisterAsFloat(instr.gpr8) + ';';
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break;
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}
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case 2: {
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if (is_array) {
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const std::string index = regs.GetRegisterAsInteger(instr.gpr8);
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + index + ");");
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if (depth_compare) {
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const std::string index = regs.GetRegisterAsInteger(instr.gpr8);
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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const std::string z = regs.GetRegisterAsFloat(instr.gpr20.Value() + 1);
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coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " + index +
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");";
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} else {
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const std::string index = regs.GetRegisterAsInteger(instr.gpr8);
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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coord = "vec3 coords = vec3(" + x + ", " + y + ", " + index + ");";
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}
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} else {
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if (lod_offset != 0) {
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if (depth_compare) {
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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const std::string z = regs.GetRegisterAsFloat(instr.gpr20.Value() + lod_offset);
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const std::string y =
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regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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const std::string z =
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regs.GetRegisterAsFloat(instr.gpr20.Value() + lod_offset);
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coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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} else {
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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const std::string y =
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regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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}
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} else {
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if (depth_compare) {
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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const std::string y =
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regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
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coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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} else {
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@ -2746,7 +2771,7 @@ private:
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// Fallback to interpreting as a 2D texture for now
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");");
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coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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texture_type = Tegra::Shader::TextureType::Texture2D;
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is_array = false;
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}
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@ -2760,8 +2785,7 @@ private:
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}
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case Tegra::Shader::TextureProcessMode::LZ: {
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if (depth_compare && is_array) {
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// Since we got an OpenGL limitation, we set bias very high to enforce mipmap 0
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texture = "texture(" + sampler + ", coords, 1000.0)";
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texture = "texture(" + sampler + ", coords)";
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} else {
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texture = "textureLod(" + sampler + ", coords, 0.0)";
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}
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@ -2778,13 +2802,11 @@ private:
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}
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}
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if (!depth_compare) {
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WriteTexsInstruction(instr, texture);
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WriteTexsInstruction(instr, coord, texture);
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} else {
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WriteTexsInstruction(instr, "vec4(" + texture + ')');
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WriteTexsInstruction(instr, coord, "vec4(" + texture + ')');
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}
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shader.AddLine('}');
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--shader.scope;
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break;
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}
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case OpCode::Id::TLDS: {
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@ -2806,11 +2828,12 @@ private:
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// Scope to avoid variable name overlaps.
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shader.AddLine('{');
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++shader.scope;
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std::string coords;
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switch (texture_type) {
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case Tegra::Shader::TextureType::Texture1D: {
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const std::string x = regs.GetRegisterAsInteger(instr.gpr8);
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shader.AddLine("int coords = " + x + ';');
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coords = "float coords = " + x + ';';
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break;
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}
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case Tegra::Shader::TextureType::Texture2D: {
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@ -2818,7 +2841,8 @@ private:
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const std::string x = regs.GetRegisterAsInteger(instr.gpr8);
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const std::string y = regs.GetRegisterAsInteger(instr.gpr20);
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shader.AddLine("ivec2 coords = ivec2(" + x + ", " + y + ");");
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// shader.AddLine("ivec2 coords = ivec2(" + x + ", " + y + ");");
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coords = "ivec2 coords = ivec2(" + x + ", " + y + ");";
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extra_op_offset = 1;
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break;
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}
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@ -2846,7 +2870,7 @@ private:
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static_cast<u32>(instr.tlds.GetTextureProcessMode()));
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}
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}
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WriteTexsInstruction(instr, texture);
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WriteTexsInstruction(instr, coords, texture);
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--shader.scope;
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shader.AddLine('}');
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@ -2905,14 +2929,17 @@ private:
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const std::string texture = "textureGather(" + sampler + ", coords, " +
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std::to_string(instr.tld4.component) + ')';
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if (!depth_compare) {
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shader.AddLine("vec4 texture_tmp = " + texture + ';');
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std::size_t dest_elem{};
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for (std::size_t elem = 0; elem < 4; ++elem) {
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if (!instr.tex.IsComponentEnabled(elem)) {
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// Skip disabled components
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continue;
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}
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regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
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regs.SetRegisterToFloat(instr.gpr0, elem, "texture_tmp", 1, 4, false,
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dest_elem);
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++dest_elem;
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}
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} else {
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@ -2933,6 +2960,7 @@ private:
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// Scope to avoid variable name overlaps.
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shader.AddLine('{');
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++shader.scope;
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std::string coords;
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const bool depth_compare =
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instr.tld4s.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC);
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@ -2942,20 +2970,19 @@ private:
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const std::string sampler = GetSampler(
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instr.sampler, Tegra::Shader::TextureType::Texture2D, false, depth_compare);
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if (!depth_compare) {
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shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");");
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coords = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
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} else {
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// Note: TLD4S coordinate encoding works just like TEXS's
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shader.AddLine(
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"float op_y = " + regs.GetRegisterAsFloat(instr.gpr8.Value() + 1) + ';');
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shader.AddLine("vec3 coords = vec3(" + op_a + ", op_y, " + op_b + ");");
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const std::string op_y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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coords = "vec3 coords = vec3(" + op_a + ", " + op_y + ", " + op_b + ");";
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}
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const std::string texture = "textureGather(" + sampler + ", coords, " +
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std::to_string(instr.tld4s.component) + ')';
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if (!depth_compare) {
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WriteTexsInstruction(instr, texture);
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WriteTexsInstruction(instr, coords, texture);
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} else {
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WriteTexsInstruction(instr, "vec4(" + texture + ')');
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WriteTexsInstruction(instr, coords, "vec4(" + texture + ')');
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}
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--shader.scope;
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