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shader: Always pass a lod for TexelFetch

This commit is contained in:
ReinUsesLisp 2021-03-29 01:08:25 -03:00 committed by ameerj
parent 630273b629
commit cb6fc03e55
3 changed files with 17 additions and 25 deletions

View file

@ -378,7 +378,7 @@ OPCODE(BindlessImageSampleDrefImplicitLod, F32, U32,
OPCODE(BindlessImageSampleDrefExplicitLod, F32, U32, Opaque, F32, Opaque, Opaque, ) OPCODE(BindlessImageSampleDrefExplicitLod, F32, U32, Opaque, F32, Opaque, Opaque, )
OPCODE(BindlessImageGather, F32x4, U32, Opaque, Opaque, Opaque, ) OPCODE(BindlessImageGather, F32x4, U32, Opaque, Opaque, Opaque, )
OPCODE(BindlessImageGatherDref, F32x4, U32, Opaque, Opaque, Opaque, F32, ) OPCODE(BindlessImageGatherDref, F32x4, U32, Opaque, Opaque, Opaque, F32, )
OPCODE(BindlessImageFetch, F32x4, U32, Opaque, Opaque, Opaque, Opaque, ) OPCODE(BindlessImageFetch, F32x4, U32, Opaque, Opaque, U32, Opaque, )
OPCODE(BindlessImageQueryDimensions, U32x4, U32, U32, ) OPCODE(BindlessImageQueryDimensions, U32x4, U32, U32, )
OPCODE(BindlessImageQueryLod, F32x4, U32, Opaque, ) OPCODE(BindlessImageQueryLod, F32x4, U32, Opaque, )
OPCODE(BindlessImageGradient, F32x4, U32, Opaque, Opaque, Opaque, Opaque, ) OPCODE(BindlessImageGradient, F32x4, U32, Opaque, Opaque, Opaque, Opaque, )
@ -389,7 +389,7 @@ OPCODE(BoundImageSampleDrefImplicitLod, F32, U32,
OPCODE(BoundImageSampleDrefExplicitLod, F32, U32, Opaque, F32, Opaque, Opaque, ) OPCODE(BoundImageSampleDrefExplicitLod, F32, U32, Opaque, F32, Opaque, Opaque, )
OPCODE(BoundImageGather, F32x4, U32, Opaque, Opaque, Opaque, ) OPCODE(BoundImageGather, F32x4, U32, Opaque, Opaque, Opaque, )
OPCODE(BoundImageGatherDref, F32x4, U32, Opaque, Opaque, Opaque, F32, ) OPCODE(BoundImageGatherDref, F32x4, U32, Opaque, Opaque, Opaque, F32, )
OPCODE(BoundImageFetch, F32x4, U32, Opaque, Opaque, Opaque, Opaque, ) OPCODE(BoundImageFetch, F32x4, U32, Opaque, Opaque, U32, Opaque, )
OPCODE(BoundImageQueryDimensions, U32x4, U32, U32, ) OPCODE(BoundImageQueryDimensions, U32x4, U32, U32, )
OPCODE(BoundImageQueryLod, F32x4, U32, Opaque, ) OPCODE(BoundImageQueryLod, F32x4, U32, Opaque, )
OPCODE(BoundImageGradient, F32x4, U32, Opaque, Opaque, Opaque, Opaque, ) OPCODE(BoundImageGradient, F32x4, U32, Opaque, Opaque, Opaque, Opaque, )
@ -400,7 +400,7 @@ OPCODE(ImageSampleDrefImplicitLod, F32, U32,
OPCODE(ImageSampleDrefExplicitLod, F32, U32, Opaque, F32, Opaque, Opaque, ) OPCODE(ImageSampleDrefExplicitLod, F32, U32, Opaque, F32, Opaque, Opaque, )
OPCODE(ImageGather, F32x4, U32, Opaque, Opaque, Opaque, ) OPCODE(ImageGather, F32x4, U32, Opaque, Opaque, Opaque, )
OPCODE(ImageGatherDref, F32x4, U32, Opaque, Opaque, Opaque, F32, ) OPCODE(ImageGatherDref, F32x4, U32, Opaque, Opaque, Opaque, F32, )
OPCODE(ImageFetch, F32x4, U32, Opaque, Opaque, Opaque, Opaque, ) OPCODE(ImageFetch, F32x4, U32, Opaque, Opaque, U32, Opaque, )
OPCODE(ImageQueryDimensions, U32x4, U32, U32, ) OPCODE(ImageQueryDimensions, U32x4, U32, U32, )
OPCODE(ImageQueryLod, F32x4, U32, Opaque, ) OPCODE(ImageQueryLod, F32x4, U32, Opaque, )
OPCODE(ImageGradient, F32x4, U32, Opaque, Opaque, Opaque, F32, ) OPCODE(ImageGradient, F32x4, U32, Opaque, Opaque, Opaque, F32, )

View file

@ -124,6 +124,8 @@ void Impl(TranslatorVisitor& v, u64 insn, bool is_bindless) {
} }
if (tld.lod != 0) { if (tld.lod != 0) {
lod = v.X(meta_reg++); lod = v.X(meta_reg++);
} else {
lod = v.ir.Imm32(0U);
} }
if (tld.aoffi != 0) { if (tld.aoffi != 0) {
offset = MakeOffset(v, meta_reg, tld.type); offset = MakeOffset(v, meta_reg, tld.type);

View file

@ -74,62 +74,55 @@ IR::Value Sample(TranslatorVisitor& v, u64 insn) {
const IR::Reg reg_a{tlds.src_reg_a}; const IR::Reg reg_a{tlds.src_reg_a};
const IR::Reg reg_b{tlds.src_reg_b}; const IR::Reg reg_b{tlds.src_reg_b};
IR::Value coords; IR::Value coords;
IR::U32 lod; IR::U32 lod{v.ir.Imm32(0U)};
IR::Value offsets; IR::Value offsets;
IR::U32 multisample; IR::U32 multisample;
Shader::TextureType texture_type; Shader::TextureType texture_type{};
switch (tlds.encoding) { switch (tlds.encoding) {
case 0: { case 0:
texture_type = Shader::TextureType::Color1D; texture_type = Shader::TextureType::Color1D;
coords = v.X(reg_a); coords = v.X(reg_a);
break; break;
} case 1:
case 1: {
texture_type = Shader::TextureType::Color1D; texture_type = Shader::TextureType::Color1D;
coords = v.X(reg_a); coords = v.X(reg_a);
lod = v.X(reg_b); lod = v.X(reg_b);
break; break;
} case 2:
case 2: {
texture_type = Shader::TextureType::Color2D; texture_type = Shader::TextureType::Color2D;
coords = v.ir.CompositeConstruct(v.X(reg_a), v.X(reg_b)); coords = v.ir.CompositeConstruct(v.X(reg_a), v.X(reg_b));
break; break;
} case 4:
case 4: {
CheckAlignment(reg_a, 2); CheckAlignment(reg_a, 2);
texture_type = Shader::TextureType::Color2D; texture_type = Shader::TextureType::Color2D;
coords = v.ir.CompositeConstruct(v.X(reg_a), v.X(reg_a + 1)); coords = v.ir.CompositeConstruct(v.X(reg_a), v.X(reg_a + 1));
offsets = MakeOffset(v, reg_b); offsets = MakeOffset(v, reg_b);
break; break;
} case 5:
case 5: {
CheckAlignment(reg_a, 2); CheckAlignment(reg_a, 2);
texture_type = Shader::TextureType::Color2D; texture_type = Shader::TextureType::Color2D;
coords = v.ir.CompositeConstruct(v.X(reg_a), v.X(reg_a + 1)); coords = v.ir.CompositeConstruct(v.X(reg_a), v.X(reg_a + 1));
lod = v.X(reg_b); lod = v.X(reg_b);
break; break;
} case 6:
case 6: {
CheckAlignment(reg_a, 2); CheckAlignment(reg_a, 2);
texture_type = Shader::TextureType::Color2D; texture_type = Shader::TextureType::Color2D;
coords = v.ir.CompositeConstruct(v.X(reg_a), v.X(reg_a + 1)); coords = v.ir.CompositeConstruct(v.X(reg_a), v.X(reg_a + 1));
multisample = v.X(reg_b); multisample = v.X(reg_b);
break; break;
} case 7:
case 7: {
CheckAlignment(reg_a, 2); CheckAlignment(reg_a, 2);
texture_type = Shader::TextureType::Color3D; texture_type = Shader::TextureType::Color3D;
coords = v.ir.CompositeConstruct(v.X(reg_a), v.X(reg_a + 1), v.X(reg_b)); coords = v.ir.CompositeConstruct(v.X(reg_a), v.X(reg_a + 1), v.X(reg_b));
break; break;
}
case 8: { case 8: {
CheckAlignment(reg_b, 2); CheckAlignment(reg_b, 2);
const IR::U32 array{v.ir.BitFieldExtract(v.X(reg_a), v.ir.Imm32(0), v.ir.Imm32(16))};
texture_type = Shader::TextureType::ColorArray2D; texture_type = Shader::TextureType::ColorArray2D;
IR::U32 array = v.ir.BitFieldExtract(v.X(reg_a), v.ir.Imm32(0), v.ir.Imm32(16));
coords = v.ir.CompositeConstruct(v.X(reg_b), v.X(reg_b + 1), array); coords = v.ir.CompositeConstruct(v.X(reg_b), v.X(reg_b + 1), array);
break; break;
} }
case 12: { case 12:
CheckAlignment(reg_a, 2); CheckAlignment(reg_a, 2);
CheckAlignment(reg_b, 2); CheckAlignment(reg_b, 2);
texture_type = Shader::TextureType::Color2D; texture_type = Shader::TextureType::Color2D;
@ -137,11 +130,8 @@ IR::Value Sample(TranslatorVisitor& v, u64 insn) {
lod = v.X(reg_b); lod = v.X(reg_b);
offsets = MakeOffset(v, reg_b + 1); offsets = MakeOffset(v, reg_b + 1);
break; break;
} default:
default: {
throw NotImplementedException("Illegal encoding {}", tlds.encoding.Value()); throw NotImplementedException("Illegal encoding {}", tlds.encoding.Value());
break;
}
} }
IR::TextureInstInfo info{}; IR::TextureInstInfo info{};
if (tlds.precision == Precision::F16) { if (tlds.precision == Precision::F16) {