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shader_decode: Implement TEXS (F32)

This commit is contained in:
ReinUsesLisp 2018-12-21 01:27:47 -03:00
parent c703f0aee4
commit 878672f371
2 changed files with 217 additions and 0 deletions

View File

@ -2,6 +2,8 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <vector>
#include "common/assert.h"
#include "common/common_types.h"
#include "video_core/engines/shader_bytecode.h"
@ -13,6 +15,24 @@ using Tegra::Shader::Attribute;
using Tegra::Shader::Instruction;
using Tegra::Shader::OpCode;
using Tegra::Shader::Register;
using Tegra::Shader::TextureMiscMode;
using Tegra::Shader::TextureProcessMode;
using Tegra::Shader::TextureType;
static std::size_t GetCoordCount(TextureType texture_type) {
switch (texture_type) {
case TextureType::Texture1D:
return 1;
case TextureType::Texture2D:
return 2;
case TextureType::Texture3D:
case TextureType::TextureCube:
return 3;
default:
UNIMPLEMENTED_MSG("Unhandled texture type: {}", static_cast<u32>(texture_type));
return 0;
}
}
u32 ShaderIR::DecodeMemory(BasicBlock& bb, u32 pc) {
const Instruction instr = {program_code[pc]};
@ -82,6 +102,27 @@ u32 ShaderIR::DecodeMemory(BasicBlock& bb, u32 pc) {
break;
}
case OpCode::Id::TEXS: {
Tegra::Shader::TextureType texture_type{instr.texs.GetTextureType()};
const bool is_array{instr.texs.IsArrayTexture()};
const bool depth_compare = instr.texs.UsesMiscMode(TextureMiscMode::DC);
const auto process_mode = instr.texs.GetTextureProcessMode();
if (instr.texs.UsesMiscMode(TextureMiscMode::NODEP)) {
LOG_WARNING(HW_GPU, "TEXS.NODEP implementation is incomplete");
}
const Node texture =
GetTexsCode(instr, texture_type, process_mode, depth_compare, is_array);
if (instr.texs.fp32_flag) {
WriteTexsInstructionFloat(bb, instr, texture);
} else {
UNIMPLEMENTED();
// WriteTexsInstructionHalfFloat(bb, instr, texture);
}
break;
}
default:
UNIMPLEMENTED_MSG("Unhandled memory instruction: {}", opcode->get().GetName());
}
@ -89,4 +130,162 @@ u32 ShaderIR::DecodeMemory(BasicBlock& bb, u32 pc) {
return pc;
}
const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, TextureType type,
bool is_array, bool is_shadow) {
const auto offset = static_cast<std::size_t>(sampler.index.Value());
// If this sampler has already been used, return the existing mapping.
const auto itr =
std::find_if(used_samplers.begin(), used_samplers.end(),
[&](const Sampler& entry) { return entry.GetOffset() == offset; });
if (itr != used_samplers.end()) {
ASSERT(itr->GetType() == type && itr->IsArray() == is_array &&
itr->IsShadow() == is_shadow);
return *itr;
}
// Otherwise create a new mapping for this sampler
const std::size_t next_index = used_samplers.size();
const Sampler entry{offset, next_index, type, is_array, is_shadow};
return *used_samplers.emplace(entry).first;
}
void ShaderIR::WriteTexsInstructionFloat(BasicBlock& bb, Tegra::Shader::Instruction instr,
Node texture) {
// TEXS has two destination registers and a swizzle. The first two elements in the swizzle
// go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
MetaComponents meta;
std::array<Node, 4> dest;
std::size_t written_components = 0;
for (u32 component = 0; component < 4; ++component) {
if (!instr.texs.IsComponentEnabled(component)) {
continue;
}
meta.components_map[written_components] = static_cast<u32>(component);
if (written_components < 2) {
// Write the first two swizzle components to gpr0 and gpr0+1
dest[written_components] = GetRegister(instr.gpr0.Value() + written_components % 2);
} else {
ASSERT(instr.texs.HasTwoDestinations());
// Write the rest of the swizzle components to gpr28 and gpr28+1
dest[written_components] = GetRegister(instr.gpr28.Value() + written_components % 2);
}
++written_components;
}
std::generate(dest.begin() + written_components, dest.end(), [&]() { return GetRegister(RZ); });
bb.push_back(Operation(OperationCode::AssignComposite, meta, texture, dest[0], dest[1], dest[2],
dest[3]));
}
Node ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
TextureProcessMode process_mode, bool depth_compare, bool is_array,
std::size_t bias_offset, std::vector<Node>&& coords) {
UNIMPLEMENTED_IF_MSG(
(texture_type == TextureType::Texture3D && (is_array || depth_compare)) ||
(texture_type == TextureType::TextureCube && is_array && depth_compare),
"This method is not supported.");
const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, depth_compare);
const bool lod_needed = process_mode == TextureProcessMode::LZ ||
process_mode == TextureProcessMode::LL ||
process_mode == TextureProcessMode::LLA;
const bool gl_lod_supported =
!((texture_type == TextureType::Texture2D && is_array && depth_compare) ||
(texture_type == TextureType::TextureCube && !is_array && depth_compare));
const OperationCode read_method =
lod_needed && gl_lod_supported ? OperationCode::F4TextureLod : OperationCode::F4Texture;
const MetaTexture meta{sampler, static_cast<u32>(coords.size())};
std::vector<Node> params = std::move(coords);
if (process_mode != TextureProcessMode::None) {
if (process_mode == TextureProcessMode::LZ) {
if (gl_lod_supported) {
params.push_back(Immediate(0));
} else {
// Lod 0 is emulated by a big negative bias in scenarios that are not supported by
// GLSL
params.push_back(Immediate(-1000));
}
} else {
// If present, lod or bias are always stored in the register indexed by the gpr20 field
// with an offset depending on the usage of the other registers
params.push_back(GetRegister(instr.gpr20.Value() + bias_offset));
}
}
return Operation(read_method, meta, std::move(params));
}
Node ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
TextureProcessMode process_mode, bool depth_compare, bool is_array) {
const bool lod_bias_enabled = (process_mode != Tegra::Shader::TextureProcessMode::None &&
process_mode != Tegra::Shader::TextureProcessMode::LZ);
const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement(
texture_type, depth_compare, is_array, lod_bias_enabled, 4, 4);
// If enabled arrays index is always stored in the gpr8 field
const u64 array_register = instr.gpr8.Value();
// First coordinate index is stored in gpr8 field or (gpr8 + 1) when arrays are used
const u64 coord_register = array_register + (is_array ? 1 : 0);
const u64 last_coord_register =
(is_array || !(lod_bias_enabled || depth_compare) || (coord_count > 2))
? static_cast<u64>(instr.gpr20.Value())
: coord_register + 1;
std::vector<Node> coords;
for (std::size_t i = 0; i < coord_count; ++i) {
const bool last = (i == (coord_count - 1)) && (coord_count > 1);
coords.push_back(GetRegister(last ? last_coord_register : coord_register + i));
}
if (depth_compare) {
// Depth is always stored in the register signaled by gpr20
// or in the next register if lod or bias are used
const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
coords.push_back(GetRegister(depth_register));
}
if (is_array) {
coords.push_back(
Operation(OperationCode::ICastFloat, NO_PRECISE, GetRegister(array_register)));
}
// Fill ignored coordinates
while (coords.size() < total_coord_count) {
coords.push_back(Immediate(0));
}
return GetTextureCode(instr, texture_type, process_mode, depth_compare, is_array,
(coord_count > 2 ? 1 : 0), std::move(coords));
}
std::tuple<std::size_t, std::size_t> ShaderIR::ValidateAndGetCoordinateElement(
TextureType texture_type, bool depth_compare, bool is_array, bool lod_bias_enabled,
std::size_t max_coords, std::size_t max_inputs) {
const std::size_t coord_count = GetCoordCount(texture_type);
std::size_t total_coord_count = coord_count + (is_array ? 1 : 0) + (depth_compare ? 1 : 0);
const std::size_t total_reg_count = total_coord_count + (lod_bias_enabled ? 1 : 0);
if (total_coord_count > max_coords || total_reg_count > max_inputs) {
UNIMPLEMENTED_MSG("Unsupported Texture operation");
total_coord_count = std::min(total_coord_count, max_coords);
}
// 1D.DC OpenGL is using a vec3 but 2nd component is ignored later.
total_coord_count +=
(depth_compare && !is_array && texture_type == TextureType::Texture1D) ? 1 : 0;
return {coord_count, total_coord_count};
}
} // namespace VideoCommon::Shader

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@ -675,6 +675,24 @@ private:
/// Returns a condition code evaluated from internal flags
Node GetConditionCode(Tegra::Shader::ConditionCode cc);
/// Accesses a texture sampler
const Sampler& GetSampler(const Tegra::Shader::Sampler& sampler,
Tegra::Shader::TextureType type, bool is_array, bool is_shadow);
void WriteTexsInstructionFloat(BasicBlock& bb, Tegra::Shader::Instruction instr, Node texture);
Node GetTexsCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
Tegra::Shader::TextureProcessMode process_mode, bool depth_compare,
bool is_array);
std::tuple<std::size_t, std::size_t> ValidateAndGetCoordinateElement(
Tegra::Shader::TextureType texture_type, bool depth_compare, bool is_array,
bool lod_bias_enabled, std::size_t max_coords, std::size_t max_inputs);
Node GetTextureCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
Tegra::Shader::TextureProcessMode process_mode, bool depth_compare,
bool is_array, std::size_t bias_offset, std::vector<Node>&& coords);
template <typename... T>
inline Node Operation(OperationCode code, const T*... operands) {
return StoreNode(OperationNode(code, operands...));