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Shader_Ir: Correct TLD4S encoding and implement f16 flag.

This commit is contained in:
Fernando Sahmkow 2019-12-11 18:12:29 -04:00 committed by FernandoS27
parent 84a158c977
commit af89723fa3
3 changed files with 15 additions and 11 deletions

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@ -1292,6 +1292,7 @@ union Instruction {
BitField<50, 1, u64> dc_flag; BitField<50, 1, u64> dc_flag;
BitField<51, 1, u64> aoffi_flag; BitField<51, 1, u64> aoffi_flag;
BitField<52, 2, u64> component; BitField<52, 2, u64> component;
BitField<55, 1, u64> fp16_flag;
bool UsesMiscMode(TextureMiscMode mode) const { bool UsesMiscMode(TextureMiscMode mode) const {
switch (mode) { switch (mode) {
@ -1972,7 +1973,7 @@ private:
INST("1101-01---------", Id::TLDS, Type::Texture, "TLDS"), INST("1101-01---------", Id::TLDS, Type::Texture, "TLDS"),
INST("110010----111---", Id::TLD4, Type::Texture, "TLD4"), INST("110010----111---", Id::TLD4, Type::Texture, "TLD4"),
INST("1101111011111---", Id::TLD4_B, Type::Texture, "TLD4_B"), INST("1101111011111---", Id::TLD4_B, Type::Texture, "TLD4_B"),
INST("1101111100------", Id::TLD4S, Type::Texture, "TLD4S"), INST("11011111--00----", Id::TLD4S, Type::Texture, "TLD4S"),
INST("110111110110----", Id::TMML_B, Type::Texture, "TMML_B"), INST("110111110110----", Id::TMML_B, Type::Texture, "TMML_B"),
INST("1101111101011---", Id::TMML, Type::Texture, "TMML"), INST("1101111101011---", Id::TMML, Type::Texture, "TMML"),
INST("11011110011110--", Id::TXD_B, Type::Texture, "TXD_B"), INST("11011110011110--", Id::TXD_B, Type::Texture, "TXD_B"),

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@ -138,7 +138,11 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy)); values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
} }
WriteTexsInstructionFloat(bb, instr, values, true); if (instr.tld4s.fp16_flag) {
WriteTexsInstructionHalfFloat(bb, instr, values, true);
} else {
WriteTexsInstructionFloat(bb, instr, values, true);
}
break; break;
} }
case OpCode::Id::TXD_B: case OpCode::Id::TXD_B:
@ -155,8 +159,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
const auto coord_count = GetCoordCount(texture_type); const auto coord_count = GetCoordCount(texture_type);
const Sampler* sampler = is_bindless const Sampler* sampler = is_bindless
? GetBindlessSampler(base_reg, {{texture_type, false, false}}) ? GetBindlessSampler(base_reg, {{texture_type, false, false}})
: GetSampler(instr.sampler, {{texture_type, false, false}}); : GetSampler(instr.sampler, {{texture_type, false, false}});
Node4 values; Node4 values;
if (sampler == nullptr) { if (sampler == nullptr) {
for (u32 element = 0; element < values.size(); ++element) { for (u32 element = 0; element < values.size(); ++element) {
@ -362,7 +366,7 @@ const Sampler* ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
// Otherwise create a new mapping for this sampler // Otherwise create a new mapping for this sampler
const auto next_index = static_cast<u32>(used_samplers.size()); const auto next_index = static_cast<u32>(used_samplers.size());
return &used_samplers.emplace_back(next_index, offset, info.type, info.is_array, info.is_shadow, return &used_samplers.emplace_back(next_index, offset, info.type, info.is_array, info.is_shadow,
info.is_buffer); info.is_buffer);
} }
const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
@ -392,7 +396,7 @@ const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
// Otherwise create a new mapping for this sampler // Otherwise create a new mapping for this sampler
const auto next_index = static_cast<u32>(used_samplers.size()); const auto next_index = static_cast<u32>(used_samplers.size());
return &used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array, return &used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array,
info.is_shadow, info.is_buffer); info.is_shadow, info.is_buffer);
} }
void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) { void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
@ -435,14 +439,14 @@ void ShaderIR::WriteTexsInstructionFloat(NodeBlock& bb, Instruction instr, const
} }
void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr, void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr,
const Node4& components) { const Node4& components, bool ignore_mask) {
// TEXS.F16 destionation registers are packed in two registers in pairs (just like any half // TEXS.F16 destionation registers are packed in two registers in pairs (just like any half
// float instruction). // float instruction).
Node4 values; Node4 values;
u32 dest_elem = 0; u32 dest_elem = 0;
for (u32 component = 0; component < 4; ++component) { for (u32 component = 0; component < 4; ++component) {
if (!instr.texs.IsComponentEnabled(component)) if (!instr.texs.IsComponentEnabled(component) && !ignore_mask)
continue; continue;
values[dest_elem++] = components[component]; values[dest_elem++] = components[component];
} }
@ -525,7 +529,6 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
} }
} }
for (u32 element = 0; element < values.size(); ++element) { for (u32 element = 0; element < values.size(); ++element) {
auto copy_coords = coords; auto copy_coords = coords;
MetaTexture meta{*sampler, array, depth_compare, aoffi, {}, bias, lod, {}, element}; MetaTexture meta{*sampler, array, depth_compare, aoffi, {}, bias, lod, {}, element};
@ -642,7 +645,7 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
const SamplerInfo info{texture_type, is_array, depth_compare, false}; const SamplerInfo info{texture_type, is_array, depth_compare, false};
const Sampler* sampler = is_bindless ? GetBindlessSampler(parameter_register++, info) const Sampler* sampler = is_bindless ? GetBindlessSampler(parameter_register++, info)
: GetSampler(instr.sampler, info); : GetSampler(instr.sampler, info);
Node4 values; Node4 values;
if (sampler == nullptr) { if (sampler == nullptr) {
for (u32 element = 0; element < values.size(); ++element) { for (u32 element = 0; element < values.size(); ++element) {

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@ -338,7 +338,7 @@ private:
void WriteTexsInstructionFloat(NodeBlock& bb, Tegra::Shader::Instruction instr, void WriteTexsInstructionFloat(NodeBlock& bb, Tegra::Shader::Instruction instr,
const Node4& components, bool ignore_mask = false); const Node4& components, bool ignore_mask = false);
void WriteTexsInstructionHalfFloat(NodeBlock& bb, Tegra::Shader::Instruction instr, void WriteTexsInstructionHalfFloat(NodeBlock& bb, Tegra::Shader::Instruction instr,
const Node4& components); const Node4& components, bool ignore_mask = false);
Node4 GetTexCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type, Node4 GetTexCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
Tegra::Shader::TextureProcessMode process_mode, bool depth_compare, Tegra::Shader::TextureProcessMode process_mode, bool depth_compare,