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Merge pull request #4766 from ReinUsesLisp/tmml-cube

shader/texture: Implement CUBE texture type for TMML and fix arrays
This commit is contained in:
bunnei 2020-10-12 12:53:57 -07:00 committed by GitHub
commit 4c348f4069
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1 changed files with 22 additions and 19 deletions

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@ -292,33 +292,36 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
break; break;
} }
const u64 base_index = is_array ? 1 : 0;
const u64 num_components = [texture_type] {
switch (texture_type) {
case TextureType::Texture1D:
return 1;
case TextureType::Texture2D:
return 2;
case TextureType::TextureCube:
return 3;
default:
UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<int>(texture_type));
return 2;
}
}();
// TODO: What's the array component used for?
std::vector<Node> coords; std::vector<Node> coords;
coords.reserve(num_components);
// TODO: Add coordinates for different samplers once other texture types are implemented. for (u64 component = 0; component < num_components; ++component) {
switch (texture_type) { coords.push_back(GetRegister(instr.gpr8.Value() + base_index + component));
case TextureType::Texture1D:
coords.push_back(GetRegister(instr.gpr8));
break;
case TextureType::Texture2D:
coords.push_back(GetRegister(instr.gpr8.Value() + 0));
coords.push_back(GetRegister(instr.gpr8.Value() + 1));
break;
default:
UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<int>(texture_type));
// Fallback to interpreting as a 2D texture for now
coords.push_back(GetRegister(instr.gpr8.Value() + 0));
coords.push_back(GetRegister(instr.gpr8.Value() + 1));
} }
u32 indexer = 0; u32 indexer = 0;
for (u32 element = 0; element < 2; ++element) { for (u32 element = 0; element < 2; ++element) {
if (!instr.tmml.IsComponentEnabled(element)) { if (!instr.tmml.IsComponentEnabled(element)) {
continue; continue;
} }
auto params = coords;
MetaTexture meta{*sampler, {}, {}, {}, {}, {}, {}, {}, {}, element, index_var}; MetaTexture meta{*sampler, {}, {}, {}, {}, {}, {}, {}, {}, element, index_var};
const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params)); Node value = Operation(OperationCode::TextureQueryLod, meta, coords);
SetTemporary(bb, indexer++, value); SetTemporary(bb, indexer++, std::move(value));
} }
for (u32 i = 0; i < indexer; ++i) { for (u32 i = 0; i < indexer; ++i) {
SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i)); SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));