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Shader_IR: Implement TXD Array.

This commit extends the compilation of TXD to support array samplers on
TXD.
This commit is contained in:
Fernando Sahmkow 2020-01-04 13:14:34 -04:00 committed by FernandoS27
parent 624a0f7f3f
commit a1667a7b46
1 changed files with 12 additions and 5 deletions

View File

@ -161,16 +161,16 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
case OpCode::Id::TXD: {
UNIMPLEMENTED_IF_MSG(instr.txd.UsesMiscMode(TextureMiscMode::AOFFI),
"AOFFI is not implemented");
UNIMPLEMENTED_IF_MSG(instr.txd.is_array != 0, "TXD Array is not implemented");
const bool is_array = instr.txd.is_array != 0;
u64 base_reg = instr.gpr8.Value();
const auto derivate_reg = instr.gpr20.Value();
const auto texture_type = instr.txd.texture_type.Value();
const auto coord_count = GetCoordCount(texture_type);
const Sampler* sampler = is_bindless
? GetBindlessSampler(base_reg, {{texture_type, false, false}})
: GetSampler(instr.sampler, {{texture_type, false, false}});
const Sampler* sampler =
is_bindless ? GetBindlessSampler(base_reg, {{texture_type, is_array, false}})
: GetSampler(instr.sampler, {{texture_type, is_array, false}});
Node4 values;
if (sampler == nullptr) {
for (u32 element = 0; element < values.size(); ++element) {
@ -179,6 +179,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
WriteTexInstructionFloat(bb, instr, values);
break;
}
if (is_bindless) {
base_reg++;
}
@ -192,8 +193,14 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
derivates.push_back(GetRegister(derivate_reg + derivate + 1));
}
Node array_node = {};
if (is_array) {
const Node info_reg = GetRegister(base_reg + coord_count);
array_node = BitfieldExtract(info_reg, 0, 16);
}
for (u32 element = 0; element < values.size(); ++element) {
MetaTexture meta{*sampler, {}, {}, {}, {}, derivates, {}, {}, {}, element};
MetaTexture meta{*sampler, array_node, {}, {}, {}, derivates, {}, {}, {}, element};
values[element] = Operation(OperationCode::TextureGradient, std::move(meta), coords);
}