Shader_Ir: Correct TLD4S encoding and implement f16 flag.
This commit is contained in:
parent
84a158c977
commit
af89723fa3
3 changed files with 15 additions and 11 deletions
|
@ -1292,6 +1292,7 @@ union Instruction {
|
|||
BitField<50, 1, u64> dc_flag;
|
||||
BitField<51, 1, u64> aoffi_flag;
|
||||
BitField<52, 2, u64> component;
|
||||
BitField<55, 1, u64> fp16_flag;
|
||||
|
||||
bool UsesMiscMode(TextureMiscMode mode) const {
|
||||
switch (mode) {
|
||||
|
@ -1972,7 +1973,7 @@ private:
|
|||
INST("1101-01---------", Id::TLDS, Type::Texture, "TLDS"),
|
||||
INST("110010----111---", Id::TLD4, Type::Texture, "TLD4"),
|
||||
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("1101111101011---", Id::TMML, Type::Texture, "TMML"),
|
||||
INST("11011110011110--", Id::TXD_B, Type::Texture, "TXD_B"),
|
||||
|
|
|
@ -138,7 +138,11 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
|
|||
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;
|
||||
}
|
||||
case OpCode::Id::TXD_B:
|
||||
|
@ -155,8 +159,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
|
|||
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}});
|
||||
? 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) {
|
||||
|
@ -362,7 +366,7 @@ const Sampler* ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
|
|||
// 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);
|
||||
info.is_buffer);
|
||||
}
|
||||
|
||||
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
|
||||
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);
|
||||
info.is_shadow, info.is_buffer);
|
||||
}
|
||||
|
||||
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,
|
||||
const Node4& components) {
|
||||
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))
|
||||
if (!instr.texs.IsComponentEnabled(component) && !ignore_mask)
|
||||
continue;
|
||||
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) {
|
||||
auto copy_coords = coords;
|
||||
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 Sampler* sampler = is_bindless ? GetBindlessSampler(parameter_register++, info)
|
||||
: GetSampler(instr.sampler, info);
|
||||
: GetSampler(instr.sampler, info);
|
||||
Node4 values;
|
||||
if (sampler == nullptr) {
|
||||
for (u32 element = 0; element < values.size(); ++element) {
|
||||
|
|
|
@ -338,7 +338,7 @@ private:
|
|||
void WriteTexsInstructionFloat(NodeBlock& bb, Tegra::Shader::Instruction instr,
|
||||
const Node4& components, bool ignore_mask = false);
|
||||
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,
|
||||
Tegra::Shader::TextureProcessMode process_mode, bool depth_compare,
|
||||
|
|
Loading…
Reference in a new issue