diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 841647ebee..172ba83356 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -443,13 +443,12 @@ public: } declarations.AddNewLine(); - // Append the sampler2D array for the used textures. - const size_t num_samplers = used_samplers.size(); - if (num_samplers > 0) { - declarations.AddLine("uniform sampler2D " + SamplerEntry::GetArrayName(stage) + '[' + - std::to_string(num_samplers) + "];"); - declarations.AddNewLine(); + const auto& samplers = GetSamplers(); + for (const auto& sampler : samplers) { + declarations.AddLine("uniform " + sampler.GetTypeString() + ' ' + sampler.GetName() + + ';'); } + declarations.AddNewLine(); } /// Returns a list of constant buffer declarations @@ -461,13 +460,14 @@ public: } /// Returns a list of samplers used in the shader - std::vector<SamplerEntry> GetSamplers() const { + const std::vector<SamplerEntry>& GetSamplers() const { return used_samplers; } /// Returns the GLSL sampler used for the input shader sampler, and creates a new one if /// necessary. - std::string AccessSampler(const Sampler& sampler) { + std::string AccessSampler(const Sampler& sampler, Tegra::Shader::TextureType type, + bool is_array) { size_t offset = static_cast<size_t>(sampler.index.Value()); // If this sampler has already been used, return the existing mapping. @@ -476,12 +476,13 @@ public: [&](const SamplerEntry& entry) { return entry.GetOffset() == offset; }); if (itr != used_samplers.end()) { + ASSERT(itr->GetType() == type && itr->IsArray() == is_array); return itr->GetName(); } // Otherwise create a new mapping for this sampler size_t next_index = used_samplers.size(); - SamplerEntry entry{stage, offset, next_index}; + SamplerEntry entry{stage, offset, next_index, type, is_array}; used_samplers.emplace_back(entry); return entry.GetName(); } @@ -722,8 +723,8 @@ private: } /// Generates code representing a texture sampler. - std::string GetSampler(const Sampler& sampler) { - return regs.AccessSampler(sampler); + std::string GetSampler(const Sampler& sampler, Tegra::Shader::TextureType type, bool is_array) { + return regs.AccessSampler(sampler, type, is_array); } /** @@ -1753,10 +1754,35 @@ private: break; } case OpCode::Id::TEX: { - const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8); - const std::string op_b = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); - const std::string sampler = GetSampler(instr.sampler); - const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");"; + ASSERT_MSG(instr.tex.array == 0, "TEX arrays unimplemented"); + Tegra::Shader::TextureType texture_type{instr.tex.texture_type}; + std::string coord; + + switch (texture_type) { + case Tegra::Shader::TextureType::Texture1D: { + std::string x = regs.GetRegisterAsFloat(instr.gpr8); + coord = "float coords = " + x + ';'; + break; + } + case Tegra::Shader::TextureType::Texture2D: { + std::string x = regs.GetRegisterAsFloat(instr.gpr8); + std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); + coord = "vec2 coords = vec2(" + x + ", " + y + ");"; + break; + } + default: + LOG_CRITICAL(HW_GPU, "Unhandled texture type {}", + static_cast<u32>(texture_type)); + UNREACHABLE(); + + // Fallback to interpreting as a 2D texture for now + std::string x = regs.GetRegisterAsFloat(instr.gpr8); + std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); + coord = "vec2 coords = vec2(" + x + ", " + y + ");"; + texture_type = Tegra::Shader::TextureType::Texture2D; + } + + const std::string sampler = GetSampler(instr.sampler, texture_type, false); // Add an extra scope and declare the texture coords inside to prevent // overwriting them in case they are used as outputs of the texs instruction. shader.AddLine("{"); @@ -1778,20 +1804,65 @@ private: break; } case OpCode::Id::TEXS: { - const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8); - const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20); - const std::string sampler = GetSampler(instr.sampler); - const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");"; + std::string coord; + Tegra::Shader::TextureType texture_type{instr.texs.GetTextureType()}; + bool is_array{instr.texs.IsArrayTexture()}; + switch (texture_type) { + case Tegra::Shader::TextureType::Texture2D: { + if (is_array) { + std::string index = regs.GetRegisterAsInteger(instr.gpr8); + std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); + std::string y = regs.GetRegisterAsFloat(instr.gpr20); + coord = "vec3 coords = vec3(" + x + ", " + y + ", " + index + ");"; + } else { + std::string x = regs.GetRegisterAsFloat(instr.gpr8); + std::string y = regs.GetRegisterAsFloat(instr.gpr20); + coord = "vec2 coords = vec2(" + x + ", " + y + ");"; + } + break; + } + default: + LOG_CRITICAL(HW_GPU, "Unhandled texture type {}", + static_cast<u32>(texture_type)); + UNREACHABLE(); + + // Fallback to interpreting as a 2D texture for now + std::string x = regs.GetRegisterAsFloat(instr.gpr8); + std::string y = regs.GetRegisterAsFloat(instr.gpr20); + coord = "vec2 coords = vec2(" + x + ", " + y + ");"; + texture_type = Tegra::Shader::TextureType::Texture2D; + is_array = false; + } + const std::string sampler = GetSampler(instr.sampler, texture_type, is_array); const std::string texture = "texture(" + sampler + ", coords)"; WriteTexsInstruction(instr, coord, texture); break; } case OpCode::Id::TLDS: { - const std::string op_a = regs.GetRegisterAsInteger(instr.gpr8); - const std::string op_b = regs.GetRegisterAsInteger(instr.gpr20); - const std::string sampler = GetSampler(instr.sampler); - const std::string coord = "ivec2 coords = ivec2(" + op_a + ", " + op_b + ");"; + ASSERT(instr.tlds.GetTextureType() == Tegra::Shader::TextureType::Texture2D); + ASSERT(instr.tlds.IsArrayTexture() == false); + std::string coord; + + switch (instr.tlds.GetTextureType()) { + case Tegra::Shader::TextureType::Texture2D: { + if (instr.tlds.IsArrayTexture()) { + LOG_CRITICAL(HW_GPU, "Unhandled 2d array texture"); + UNREACHABLE(); + } else { + std::string x = regs.GetRegisterAsInteger(instr.gpr8); + std::string y = regs.GetRegisterAsInteger(instr.gpr20); + coord = "ivec2 coords = ivec2(" + x + ", " + y + ");"; + } + break; + } + default: + LOG_CRITICAL(HW_GPU, "Unhandled texture type {}", + static_cast<u32>(instr.tlds.GetTextureType())); + UNREACHABLE(); + } + const std::string sampler = GetSampler(instr.sampler, instr.tlds.GetTextureType(), + instr.tlds.IsArrayTexture()); const std::string texture = "texelFetch(" + sampler + ", coords, 0)"; WriteTexsInstruction(instr, coord, texture); break; @@ -1799,7 +1870,7 @@ private: case OpCode::Id::TLD4: { ASSERT(instr.tld4.texture_type == Tegra::Shader::TextureType::Texture2D); ASSERT(instr.tld4.array == 0); - std::string coord{}; + std::string coord; switch (instr.tld4.texture_type) { case Tegra::Shader::TextureType::Texture2D: { @@ -1814,7 +1885,8 @@ private: UNREACHABLE(); } - const std::string sampler = GetSampler(instr.sampler); + const std::string sampler = + GetSampler(instr.sampler, instr.tld4.texture_type, false); // Add an extra scope and declare the texture coords inside to prevent // overwriting them in case they are used as outputs of the texs instruction. shader.AddLine("{"); @@ -1840,7 +1912,8 @@ private: const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8); const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20); // TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction. - const std::string sampler = GetSampler(instr.sampler); + const std::string sampler = + GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false); const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");"; const std::string texture = "textureGather(" + sampler + ", coords, " + std::to_string(instr.tld4s.component) + ')'; diff --git a/src/video_core/renderer_opengl/gl_shader_gen.h b/src/video_core/renderer_opengl/gl_shader_gen.h index cbb2090ea2..a43e2997b5 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.h +++ b/src/video_core/renderer_opengl/gl_shader_gen.h @@ -9,6 +9,7 @@ #include <vector> #include "common/common_types.h" +#include "video_core/engines/shader_bytecode.h" namespace OpenGL::GLShader { @@ -73,8 +74,9 @@ class SamplerEntry { using Maxwell = Tegra::Engines::Maxwell3D::Regs; public: - SamplerEntry(Maxwell::ShaderStage stage, size_t offset, size_t index) - : offset(offset), stage(stage), sampler_index(index) {} + SamplerEntry(Maxwell::ShaderStage stage, size_t offset, size_t index, + Tegra::Shader::TextureType type, bool is_array) + : offset(offset), stage(stage), sampler_index(index), type(type), is_array(is_array) {} size_t GetOffset() const { return offset; @@ -89,8 +91,41 @@ public: } std::string GetName() const { - return std::string(TextureSamplerNames[static_cast<size_t>(stage)]) + '[' + - std::to_string(sampler_index) + ']'; + return std::string(TextureSamplerNames[static_cast<size_t>(stage)]) + '_' + + std::to_string(sampler_index); + } + + std::string GetTypeString() const { + using Tegra::Shader::TextureType; + std::string glsl_type; + + switch (type) { + case TextureType::Texture1D: + glsl_type = "sampler1D"; + break; + case TextureType::Texture2D: + glsl_type = "sampler2D"; + break; + case TextureType::Texture3D: + glsl_type = "sampler3D"; + break; + case TextureType::TextureCube: + glsl_type = "samplerCube"; + break; + default: + UNIMPLEMENTED(); + } + if (is_array) + glsl_type += "Array"; + return glsl_type; + } + + Tegra::Shader::TextureType GetType() const { + return type; + } + + bool IsArray() const { + return is_array; } u32 GetHash() const { @@ -105,11 +140,14 @@ private: static constexpr std::array<const char*, Maxwell::MaxShaderStage> TextureSamplerNames = { "tex_vs", "tex_tessc", "tex_tesse", "tex_gs", "tex_fs", }; + /// Offset in TSC memory from which to read the sampler object, as specified by the sampling /// instruction. size_t offset; - Maxwell::ShaderStage stage; ///< Shader stage where this sampler was used. - size_t sampler_index; ///< Value used to index into the generated GLSL sampler array. + Maxwell::ShaderStage stage; ///< Shader stage where this sampler was used. + size_t sampler_index; ///< Value used to index into the generated GLSL sampler array. + Tegra::Shader::TextureType type; ///< The type used to sample this texture (Texture2D, etc) + bool is_array; ///< Whether the texture is being sampled as an array texture or not. }; struct ShaderEntries {