suyu/src/video_core/shader/decode/texture.cpp
ReinUsesLisp 15a753b9a5
shader/texture: Properly shrink unused entries in size mismatches
When a image format mismatches we were inserting zeroes to the texture
itself. This was not handling cases were the mismatch uses less
coordinates than the guest shader code. Address that by resizing the
vector.
2019-12-17 23:38:10 -03:00

828 lines
34 KiB
C++

// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <vector>
#include <fmt/format.h>
#include "common/assert.h"
#include "common/bit_field.h"
#include "common/common_types.h"
#include "common/logging/log.h"
#include "video_core/engines/shader_bytecode.h"
#include "video_core/shader/node_helper.h"
#include "video_core/shader/shader_ir.h"
namespace VideoCommon::Shader {
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::DecodeTexture(NodeBlock& bb, u32 pc) {
const Instruction instr = {program_code[pc]};
const auto opcode = OpCode::Decode(instr);
bool is_bindless = false;
switch (opcode->get().GetId()) {
case OpCode::Id::TEX: {
const TextureType texture_type{instr.tex.texture_type};
const bool is_array = instr.tex.array != 0;
const bool is_aoffi = instr.tex.UsesMiscMode(TextureMiscMode::AOFFI);
const bool depth_compare = instr.tex.UsesMiscMode(TextureMiscMode::DC);
const auto process_mode = instr.tex.GetTextureProcessMode();
WriteTexInstructionFloat(
bb, instr,
GetTexCode(instr, texture_type, process_mode, depth_compare, is_array, is_aoffi, {}));
break;
}
case OpCode::Id::TEX_B: {
UNIMPLEMENTED_IF_MSG(instr.tex.UsesMiscMode(TextureMiscMode::AOFFI),
"AOFFI is not implemented");
const TextureType texture_type{instr.tex_b.texture_type};
const bool is_array = instr.tex_b.array != 0;
const bool is_aoffi = instr.tex.UsesMiscMode(TextureMiscMode::AOFFI);
const bool depth_compare = instr.tex_b.UsesMiscMode(TextureMiscMode::DC);
const auto process_mode = instr.tex_b.GetTextureProcessMode();
WriteTexInstructionFloat(bb, instr,
GetTexCode(instr, texture_type, process_mode, depth_compare,
is_array, is_aoffi, {instr.gpr20}));
break;
}
case OpCode::Id::TEXS: {
const 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();
const Node4 components =
GetTexsCode(instr, texture_type, process_mode, depth_compare, is_array);
if (instr.texs.fp32_flag) {
WriteTexsInstructionFloat(bb, instr, components);
} else {
WriteTexsInstructionHalfFloat(bb, instr, components);
}
break;
}
case OpCode::Id::TLD4_B: {
is_bindless = true;
[[fallthrough]];
}
case OpCode::Id::TLD4: {
ASSERT(instr.tld4.array == 0);
UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::NDV),
"NDV is not implemented");
UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::PTP),
"PTP is not implemented");
const auto texture_type = instr.tld4.texture_type.Value();
const bool depth_compare = is_bindless ? instr.tld4_b.UsesMiscMode(TextureMiscMode::DC)
: instr.tld4.UsesMiscMode(TextureMiscMode::DC);
const bool is_array = instr.tld4.array != 0;
const bool is_aoffi = is_bindless ? instr.tld4_b.UsesMiscMode(TextureMiscMode::AOFFI)
: instr.tld4.UsesMiscMode(TextureMiscMode::AOFFI);
WriteTexInstructionFloat(
bb, instr,
GetTld4Code(instr, texture_type, depth_compare, is_array, is_aoffi, is_bindless));
break;
}
case OpCode::Id::TLD4S: {
const bool uses_aoffi = instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI);
UNIMPLEMENTED_IF_MSG(uses_aoffi, "AOFFI is not implemented");
const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
const Node op_a = GetRegister(instr.gpr8);
const Node op_b = GetRegister(instr.gpr20);
// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
std::vector<Node> coords;
Node dc_reg;
if (depth_compare) {
// Note: TLD4S coordinate encoding works just like TEXS's
const Node op_y = GetRegister(instr.gpr8.Value() + 1);
coords.push_back(op_a);
coords.push_back(op_y);
dc_reg = uses_aoffi ? GetRegister(instr.gpr20.Value() + 1) : op_b;
} else {
coords.push_back(op_a);
if (uses_aoffi) {
const Node op_y = GetRegister(instr.gpr8.Value() + 1);
coords.push_back(op_y);
} else {
coords.push_back(op_b);
}
dc_reg = {};
}
const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
const SamplerInfo info{TextureType::Texture2D, false, depth_compare};
const Sampler& sampler = *GetSampler(instr.sampler, info);
Node4 values;
for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords;
MetaTexture meta{sampler, {}, dc_reg, {}, {}, {}, {}, component, element};
values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
}
if (instr.tld4s.fp16_flag) {
WriteTexsInstructionHalfFloat(bb, instr, values, true);
} else {
WriteTexsInstructionFloat(bb, instr, values, true);
}
break;
}
case OpCode::Id::TXD_B:
is_bindless = true;
[[fallthrough]];
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");
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}});
Node4 values;
if (sampler == nullptr) {
for (u32 element = 0; element < values.size(); ++element) {
values[element] = Immediate(0);
}
WriteTexInstructionFloat(bb, instr, values);
break;
}
if (is_bindless) {
base_reg++;
}
std::vector<Node> coords;
std::vector<Node> derivates;
for (std::size_t i = 0; i < coord_count; ++i) {
coords.push_back(GetRegister(base_reg + i));
const std::size_t derivate = i * 2;
derivates.push_back(GetRegister(derivate_reg + derivate));
derivates.push_back(GetRegister(derivate_reg + derivate + 1));
}
for (u32 element = 0; element < values.size(); ++element) {
MetaTexture meta{*sampler, {}, {}, {}, derivates, {}, {}, {}, element};
values[element] = Operation(OperationCode::TextureGradient, std::move(meta), coords);
}
WriteTexInstructionFloat(bb, instr, values);
break;
}
case OpCode::Id::TXQ_B:
is_bindless = true;
[[fallthrough]];
case OpCode::Id::TXQ: {
// TODO: The new commits on the texture refactor, change the way samplers work.
// Sadly, not all texture instructions specify the type of texture their sampler
// uses. This must be fixed at a later instance.
const Sampler* sampler =
is_bindless ? GetBindlessSampler(instr.gpr8) : GetSampler(instr.sampler);
if (sampler == nullptr) {
u32 indexer = 0;
for (u32 element = 0; element < 4; ++element) {
if (!instr.txq.IsComponentEnabled(element)) {
continue;
}
const Node value = Immediate(0);
SetTemporary(bb, indexer++, value);
}
for (u32 i = 0; i < indexer; ++i) {
SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));
}
break;
}
u32 indexer = 0;
switch (instr.txq.query_type) {
case Tegra::Shader::TextureQueryType::Dimension: {
for (u32 element = 0; element < 4; ++element) {
if (!instr.txq.IsComponentEnabled(element)) {
continue;
}
MetaTexture meta{*sampler, {}, {}, {}, {}, {}, {}, {}, element};
const Node value =
Operation(OperationCode::TextureQueryDimensions, meta,
GetRegister(instr.gpr8.Value() + (is_bindless ? 1 : 0)));
SetTemporary(bb, indexer++, value);
}
for (u32 i = 0; i < indexer; ++i) {
SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));
}
break;
}
default:
UNIMPLEMENTED_MSG("Unhandled texture query type: {}",
static_cast<u32>(instr.txq.query_type.Value()));
}
break;
}
case OpCode::Id::TMML_B:
is_bindless = true;
[[fallthrough]];
case OpCode::Id::TMML: {
UNIMPLEMENTED_IF_MSG(instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
"NDV is not implemented");
auto texture_type = instr.tmml.texture_type.Value();
const bool is_array = instr.tmml.array != 0;
const Sampler* sampler =
is_bindless ? GetBindlessSampler(instr.gpr20) : GetSampler(instr.sampler);
if (sampler == nullptr) {
u32 indexer = 0;
for (u32 element = 0; element < 2; ++element) {
if (!instr.tmml.IsComponentEnabled(element)) {
continue;
}
const Node value = Immediate(0);
SetTemporary(bb, indexer++, value);
}
for (u32 i = 0; i < indexer; ++i) {
SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));
}
break;
}
std::vector<Node> coords;
// TODO: Add coordinates for different samplers once other texture types are implemented.
switch (texture_type) {
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<u32>(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));
texture_type = TextureType::Texture2D;
}
u32 indexer = 0;
for (u32 element = 0; element < 2; ++element) {
if (!instr.tmml.IsComponentEnabled(element)) {
continue;
}
auto params = coords;
MetaTexture meta{*sampler, {}, {}, {}, {}, {}, {}, {}, element};
const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
SetTemporary(bb, indexer++, value);
}
for (u32 i = 0; i < indexer; ++i) {
SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));
}
break;
}
case OpCode::Id::TLD: {
UNIMPLEMENTED_IF_MSG(instr.tld.aoffi, "AOFFI is not implemented");
UNIMPLEMENTED_IF_MSG(instr.tld.ms, "MS is not implemented");
UNIMPLEMENTED_IF_MSG(instr.tld.cl, "CL is not implemented");
WriteTexInstructionFloat(bb, instr, GetTldCode(instr));
break;
}
case OpCode::Id::TLDS: {
const TextureType texture_type{instr.tlds.GetTextureType()};
const bool is_array{instr.tlds.IsArrayTexture()};
UNIMPLEMENTED_IF_MSG(instr.tlds.UsesMiscMode(TextureMiscMode::AOFFI),
"AOFFI is not implemented");
UNIMPLEMENTED_IF_MSG(instr.tlds.UsesMiscMode(TextureMiscMode::MZ), "MZ is not implemented");
const Node4 components = GetTldsCode(instr, texture_type, is_array);
if (instr.tlds.fp32_flag) {
WriteTexsInstructionFloat(bb, instr, components);
} else {
WriteTexsInstructionHalfFloat(bb, instr, components);
}
break;
}
default:
UNIMPLEMENTED_MSG("Unhandled memory instruction: {}", opcode->get().GetName());
}
return pc;
}
ShaderIR::SamplerInfo ShaderIR::GetSamplerInfo(std::optional<SamplerInfo> sampler_info, u32 offset,
std::optional<u32> buffer) {
if (sampler_info) {
return *sampler_info;
}
const auto sampler =
buffer ? locker.ObtainBindlessSampler(*buffer, offset) : locker.ObtainBoundSampler(offset);
if (!sampler) {
LOG_WARNING(HW_GPU, "Unknown sampler info");
return SamplerInfo{TextureType::Texture2D, false, false, false};
}
return SamplerInfo{sampler->texture_type, sampler->is_array != 0, sampler->is_shadow != 0,
sampler->is_buffer != 0};
}
const Sampler* ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
std::optional<SamplerInfo> sampler_info) {
const auto offset = static_cast<u32>(sampler.index.Value());
const auto info = GetSamplerInfo(sampler_info, offset);
// If this sampler has already been used, return the existing mapping.
const auto it =
std::find_if(used_samplers.begin(), used_samplers.end(),
[offset](const Sampler& entry) { return entry.GetOffset() == offset; });
if (it != used_samplers.end()) {
ASSERT(!it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
it->IsShadow() == info.is_shadow && it->IsBuffer() == info.is_buffer);
return &(*it);
}
// Otherwise create a new mapping for this sampler
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,
info.is_buffer);
}
const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
std::optional<SamplerInfo> sampler_info) {
const Node sampler_register = GetRegister(reg);
const auto [base_sampler, buffer, offset] =
TrackCbuf(sampler_register, global_code, static_cast<s64>(global_code.size()));
ASSERT(base_sampler != nullptr);
if (base_sampler == nullptr) {
return nullptr;
}
const auto info = GetSamplerInfo(sampler_info, offset, buffer);
// If this sampler has already been used, return the existing mapping.
const auto it =
std::find_if(used_samplers.begin(), used_samplers.end(),
[buffer = buffer, offset = offset](const Sampler& entry) {
return entry.GetBuffer() == buffer && entry.GetOffset() == offset;
});
if (it != used_samplers.end()) {
ASSERT(it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
it->IsShadow() == info.is_shadow);
return &(*it);
}
// Otherwise create a new mapping for this sampler
const auto next_index = static_cast<u32>(used_samplers.size());
return &used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array,
info.is_shadow, info.is_buffer);
}
void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
u32 dest_elem = 0;
for (u32 elem = 0; elem < 4; ++elem) {
if (!instr.tex.IsComponentEnabled(elem)) {
// Skip disabled components
continue;
}
SetTemporary(bb, dest_elem++, components[elem]);
}
// After writing values in temporals, move them to the real registers
for (u32 i = 0; i < dest_elem; ++i) {
SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));
}
}
void ShaderIR::WriteTexsInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components,
bool ignore_mask) {
// 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
u32 dest_elem = 0;
for (u32 component = 0; component < 4; ++component) {
if (!instr.texs.IsComponentEnabled(component) && !ignore_mask)
continue;
SetTemporary(bb, dest_elem++, components[component]);
}
for (u32 i = 0; i < dest_elem; ++i) {
if (i < 2) {
// Write the first two swizzle components to gpr0 and gpr0+1
SetRegister(bb, instr.gpr0.Value() + i % 2, GetTemporary(i));
} else {
ASSERT(instr.texs.HasTwoDestinations());
// Write the rest of the swizzle components to gpr28 and gpr28+1
SetRegister(bb, instr.gpr28.Value() + i % 2, GetTemporary(i));
}
}
}
void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr,
const Node4& components, bool ignore_mask) {
// TEXS.F16 destionation registers are packed in two registers in pairs (just like any half
// float instruction).
Node4 values;
u32 dest_elem = 0;
for (u32 component = 0; component < 4; ++component) {
if (!instr.texs.IsComponentEnabled(component) && !ignore_mask)
continue;
values[dest_elem++] = components[component];
}
if (dest_elem == 0)
return;
std::generate(values.begin() + dest_elem, values.end(), [&]() { return Immediate(0); });
const Node first_value = Operation(OperationCode::HPack2, values[0], values[1]);
if (dest_elem <= 2) {
SetRegister(bb, instr.gpr0, first_value);
return;
}
SetTemporary(bb, 0, first_value);
SetTemporary(bb, 1, Operation(OperationCode::HPack2, values[2], values[3]));
SetRegister(bb, instr.gpr0, GetTemporary(0));
SetRegister(bb, instr.gpr28, GetTemporary(1));
}
Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
TextureProcessMode process_mode, std::vector<Node> coords,
Node array, Node depth_compare, u32 bias_offset,
std::vector<Node> aoffi,
std::optional<Tegra::Shader::Register> bindless_reg) {
const auto is_array = static_cast<bool>(array);
const auto is_shadow = static_cast<bool>(depth_compare);
const bool is_bindless = bindless_reg.has_value();
UNIMPLEMENTED_IF_MSG((texture_type == TextureType::Texture3D && (is_array || is_shadow)) ||
(texture_type == TextureType::TextureCube && is_array && is_shadow),
"This method is not supported.");
const SamplerInfo info{texture_type, is_array, is_shadow, false};
const Sampler* sampler =
is_bindless ? GetBindlessSampler(*bindless_reg, info) : GetSampler(instr.sampler, info);
Node4 values;
if (sampler == nullptr) {
for (u32 element = 0; element < values.size(); ++element) {
values[element] = Immediate(0);
}
return values;
}
const bool lod_needed = process_mode == TextureProcessMode::LZ ||
process_mode == TextureProcessMode::LL ||
process_mode == TextureProcessMode::LLA;
// LOD selection (either via bias or explicit textureLod) not supported in GL for
// sampler2DArrayShadow and samplerCubeArrayShadow.
const bool gl_lod_supported =
!((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && is_shadow) ||
(texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
const OperationCode read_method =
(lod_needed && gl_lod_supported) ? OperationCode::TextureLod : OperationCode::Texture;
UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
Node bias;
Node lod;
if (process_mode != TextureProcessMode::None && gl_lod_supported) {
switch (process_mode) {
case TextureProcessMode::LZ:
lod = Immediate(0.0f);
break;
case TextureProcessMode::LB:
// 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
bias = GetRegister(instr.gpr20.Value() + bias_offset);
break;
case TextureProcessMode::LL:
lod = GetRegister(instr.gpr20.Value() + bias_offset);
break;
default:
UNIMPLEMENTED_MSG("Unimplemented process mode={}", static_cast<u32>(process_mode));
break;
}
}
for (u32 element = 0; element < values.size(); ++element) {
auto copy_coords = coords;
MetaTexture meta{*sampler, array, depth_compare, aoffi, {}, bias, lod, {}, element};
values[element] = Operation(read_method, meta, std::move(copy_coords));
}
return values;
}
Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
TextureProcessMode process_mode, bool depth_compare, bool is_array,
bool is_aoffi, std::optional<Tegra::Shader::Register> bindless_reg) {
const bool lod_bias_enabled{
(process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ)};
const bool is_bindless = bindless_reg.has_value();
u64 parameter_register = instr.gpr20.Value();
if (is_bindless) {
++parameter_register;
}
const u32 bias_lod_offset = (is_bindless ? 1 : 0);
if (lod_bias_enabled) {
++parameter_register;
}
const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement(
texture_type, depth_compare, is_array, lod_bias_enabled, 4, 5);
// If enabled arrays index is always stored in the gpr8 field
const u64 array_register = instr.gpr8.Value();
// First coordinate index is the gpr8 or gpr8 + 1 when arrays are used
const u64 coord_register = array_register + (is_array ? 1 : 0);
std::vector<Node> coords;
for (std::size_t i = 0; i < coord_count; ++i) {
coords.push_back(GetRegister(coord_register + i));
}
// 1D.DC in OpenGL the 2nd component is ignored.
if (depth_compare && !is_array && texture_type == TextureType::Texture1D) {
coords.push_back(Immediate(0.0f));
}
const Node array = is_array ? GetRegister(array_register) : nullptr;
std::vector<Node> aoffi;
if (is_aoffi) {
aoffi = GetAoffiCoordinates(GetRegister(parameter_register++), coord_count, false);
}
Node dc{};
if (depth_compare) {
// Depth is always stored in the register signaled by gpr20 or in the next register if lod
// or bias are used
dc = GetRegister(parameter_register++);
}
return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_lod_offset,
aoffi, bindless_reg);
}
Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
TextureProcessMode process_mode, bool depth_compare, bool is_array) {
const bool lod_bias_enabled =
(process_mode != TextureProcessMode::None && process_mode != 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;
const u32 bias_offset = coord_count > 2 ? 1 : 0;
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));
}
const Node array = is_array ? GetRegister(array_register) : nullptr;
Node dc{};
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);
dc = GetRegister(depth_register);
}
return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_offset, {},
{});
}
Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool depth_compare,
bool is_array, bool is_aoffi, bool is_bindless) {
const std::size_t coord_count = GetCoordCount(texture_type);
// If enabled arrays index is always stored in the gpr8 field
const u64 array_register = instr.gpr8.Value();
// First coordinate index is the gpr8 or gpr8 + 1 when arrays are used
const u64 coord_register = array_register + (is_array ? 1 : 0);
std::vector<Node> coords;
for (std::size_t i = 0; i < coord_count; ++i) {
coords.push_back(GetRegister(coord_register + i));
}
u64 parameter_register = instr.gpr20.Value();
const SamplerInfo info{texture_type, is_array, depth_compare, false};
const Sampler* sampler = is_bindless ? GetBindlessSampler(parameter_register++, info)
: GetSampler(instr.sampler, info);
Node4 values;
if (sampler == nullptr) {
for (u32 element = 0; element < values.size(); ++element) {
values[element] = Immediate(0);
}
return values;
}
std::vector<Node> aoffi;
if (is_aoffi) {
aoffi = GetAoffiCoordinates(GetRegister(parameter_register++), coord_count, true);
}
Node dc{};
if (depth_compare) {
dc = GetRegister(parameter_register++);
}
const Node component = is_bindless ? Immediate(static_cast<u32>(instr.tld4_b.component))
: Immediate(static_cast<u32>(instr.tld4.component));
for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords;
MetaTexture meta{*sampler, GetRegister(array_register), dc, aoffi, {}, {}, {}, component,
element};
values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
}
return values;
}
Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) {
const auto texture_type{instr.tld.texture_type};
const bool is_array{instr.tld.is_array};
const bool lod_enabled{instr.tld.GetTextureProcessMode() == TextureProcessMode::LL};
const std::size_t coord_count{GetCoordCount(texture_type)};
u64 gpr8_cursor{instr.gpr8.Value()};
const Node array_register{is_array ? GetRegister(gpr8_cursor++) : nullptr};
std::vector<Node> coords;
coords.reserve(coord_count);
for (std::size_t i = 0; i < coord_count; ++i) {
coords.push_back(GetRegister(gpr8_cursor++));
}
u64 gpr20_cursor{instr.gpr20.Value()};
// const Node bindless_register{is_bindless ? GetRegister(gpr20_cursor++) : nullptr};
const Node lod{lod_enabled ? GetRegister(gpr20_cursor++) : Immediate(0u)};
// const Node aoffi_register{is_aoffi ? GetRegister(gpr20_cursor++) : nullptr};
// const Node multisample{is_multisample ? GetRegister(gpr20_cursor++) : nullptr};
const auto& sampler = *GetSampler(instr.sampler);
Node4 values;
for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords;
MetaTexture meta{sampler, array_register, {}, {}, {}, {}, lod, {}, element};
values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy));
}
return values;
}
Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is_array) {
const Sampler& sampler = *GetSampler(instr.sampler);
const std::size_t type_coord_count = GetCoordCount(texture_type);
const bool lod_enabled = instr.tlds.GetTextureProcessMode() == TextureProcessMode::LL;
// If enabled arrays index is always stored in the gpr8 field
const u64 array_register = instr.gpr8.Value();
// if is array gpr20 is used
const u64 coord_register = is_array ? instr.gpr20.Value() : instr.gpr8.Value();
const u64 last_coord_register =
((type_coord_count > 2) || (type_coord_count == 2 && !lod_enabled)) && !is_array
? static_cast<u64>(instr.gpr20.Value())
: coord_register + 1;
std::vector<Node> coords;
for (std::size_t i = 0; i < type_coord_count; ++i) {
const bool last = (i == (type_coord_count - 1)) && (type_coord_count > 1);
coords.push_back(GetRegister(last ? last_coord_register : coord_register + i));
}
const Node array = is_array ? GetRegister(array_register) : nullptr;
// When lod is used always is in gpr20
const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
// Fill empty entries from the guest sampler
const std::size_t entry_coord_count = GetCoordCount(sampler.GetType());
if (type_coord_count != entry_coord_count) {
LOG_WARNING(HW_GPU, "Bound and built texture types mismatch");
// When the size is higher we insert zeroes
for (std::size_t i = type_coord_count; i < entry_coord_count; ++i) {
coords.push_back(GetRegister(Register::ZeroIndex));
}
// Then we ensure the size matches the number of entries (dropping unused values)
coords.resize(entry_coord_count);
}
Node4 values;
for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords;
MetaTexture meta{sampler, array, {}, {}, {}, {}, lod, {}, element};
values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy));
}
return values;
}
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};
}
std::vector<Node> ShaderIR::GetAoffiCoordinates(Node aoffi_reg, std::size_t coord_count,
bool is_tld4) {
const auto [coord_offsets, size, wrap_value,
diff_value] = [is_tld4]() -> std::tuple<std::array<u32, 3>, u32, s32, s32> {
if (is_tld4) {
return {{0, 8, 16}, 6, 32, 64};
} else {
return {{0, 4, 8}, 4, 8, 16};
}
}();
const u32 mask = (1U << size) - 1;
std::vector<Node> aoffi;
aoffi.reserve(coord_count);
const auto aoffi_immediate{
TrackImmediate(aoffi_reg, global_code, static_cast<s64>(global_code.size()))};
if (!aoffi_immediate) {
// Variable access, not supported on AMD.
LOG_WARNING(HW_GPU,
"AOFFI constant folding failed, some hardware might have graphical issues");
for (std::size_t coord = 0; coord < coord_count; ++coord) {
const Node value = BitfieldExtract(aoffi_reg, coord_offsets.at(coord), size);
const Node condition =
Operation(OperationCode::LogicalIGreaterEqual, value, Immediate(wrap_value));
const Node negative = Operation(OperationCode::IAdd, value, Immediate(-diff_value));
aoffi.push_back(Operation(OperationCode::Select, condition, negative, value));
}
return aoffi;
}
for (std::size_t coord = 0; coord < coord_count; ++coord) {
s32 value = (*aoffi_immediate >> coord_offsets.at(coord)) & mask;
if (value >= wrap_value) {
value -= diff_value;
}
aoffi.push_back(Immediate(value));
}
return aoffi;
}
} // namespace VideoCommon::Shader