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Fix Texture Overlapping

This commit is contained in:
FernandoS27 2018-11-23 08:11:13 -04:00
parent 7668ef51d6
commit 8c797464a2

View file

@ -1261,7 +1261,15 @@ private:
regs.SetRegisterToInteger(dest, true, 0, result, 1, 1);
}
void WriteTexsInstruction(const Instruction& instr, const std::string& texture) {
void WriteTexsInstruction(const Instruction& instr, const std::string& coord,
const std::string& texture) {
// 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('{');
++shader.scope;
shader.AddLine(coord);
shader.AddLine("vec4 texture_tmp = " + texture + ';');
// 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
@ -1273,17 +1281,19 @@ private:
if (written_components < 2) {
// Write the first two swizzle components to gpr0 and gpr0+1
regs.SetRegisterToFloat(instr.gpr0, component, texture, 1, 4, false,
regs.SetRegisterToFloat(instr.gpr0, component, "texture_tmp", 1, 4, false,
written_components % 2);
} else {
ASSERT(instr.texs.HasTwoDestinations());
// Write the rest of the swizzle components to gpr28 and gpr28+1
regs.SetRegisterToFloat(instr.gpr28, component, texture, 1, 4, false,
regs.SetRegisterToFloat(instr.gpr28, component, "texture_tmp", 1, 4, false,
written_components % 2);
}
++written_components;
}
--shader.scope;
shader.AddLine('}');
}
static u32 TextureCoordinates(Tegra::Shader::TextureType texture_type) {
@ -2505,7 +2515,7 @@ private:
array_elem = regs.GetRegisterAsInteger(instr.gpr8);
start_index = 1;
}
auto process_mode = instr.tex.GetTextureProcessMode();
const auto process_mode = instr.tex.GetTextureProcessMode();
u32 start_index_b = 0;
std::string lod_value;
if (process_mode != Tegra::Shader::TextureProcessMode::LZ &&
@ -2563,8 +2573,10 @@ private:
}
case 3: {
const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index);
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 1);
const std::string z = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 2);
const std::string y =
regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 1);
const std::string z =
regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 2);
if (is_array) {
depth_compare_extra = depth_compare;
coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " +
@ -2595,7 +2607,7 @@ private:
// 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("{");
shader.AddLine('{');
++shader.scope;
shader.AddLine(coord);
std::string texture;
@ -2624,7 +2636,8 @@ private:
texture = "texture(" + sampler + ", coords, " + lod_value + ')';
} else {
texture = "texture(" + sampler + ", coords, " + depth_value + ')';
LOG_WARNING(HW_GPU, "OpenGL Limitation: can't set bias value along depth compare");
LOG_WARNING(HW_GPU,
"OpenGL Limitation: can't set bias value along depth compare");
}
break;
}
@ -2635,7 +2648,8 @@ private:
texture = "textureLod(" + sampler + ", coords, " + lod_value + ')';
} else {
texture = "texture(" + sampler + ", coords, " + depth_value + ')';
LOG_WARNING(HW_GPU, "OpenGL Limitation: can't set lod value along depth compare");
LOG_WARNING(HW_GPU,
"OpenGL Limitation: can't set lod value along depth compare");
}
break;
}
@ -2650,20 +2664,22 @@ private:
}
}
if (!depth_compare) {
shader.AddLine("vec4 texture_tmp = " + texture + ';');
std::size_t dest_elem{};
for (std::size_t elem = 0; elem < 4; ++elem) {
if (!instr.tex.IsComponentEnabled(elem)) {
// Skip disabled components
continue;
}
regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
regs.SetRegisterToFloat(instr.gpr0, elem, "texture_tmp", 1, 4, false,
dest_elem);
++dest_elem;
}
} else {
regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false);
}
--shader.scope;
shader.AddLine("}");
shader.AddLine('}');
break;
}
case OpCode::Id::TEXS: {
@ -2676,8 +2692,9 @@ private:
const bool depth_compare =
instr.texs.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC);
u32 num_coordinates = TextureCoordinates(texture_type);
auto process_mode = instr.texs.GetTextureProcessMode();
const auto process_mode = instr.texs.GetTextureProcessMode();
std::string lod_value;
std::string coord;
u32 lod_offset = 0;
if (process_mode == Tegra::Shader::TextureProcessMode::LL) {
if (num_coordinates > 2) {
@ -2689,38 +2706,46 @@ private:
}
}
// Scope to avoid variable name overlaps.
shader.AddLine('{');
++shader.scope;
switch (num_coordinates) {
case 1: {
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
coord = "float coords = " + x + ';';
coord = "float coords = " + regs.GetRegisterAsFloat(instr.gpr8) + ';';
break;
}
case 2: {
if (is_array) {
if (depth_compare) {
const std::string index = regs.GetRegisterAsInteger(instr.gpr8);
const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + index + ");");
const std::string z = regs.GetRegisterAsFloat(instr.gpr20.Value() + 1);
coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " + index +
");";
} else {
const std::string index = regs.GetRegisterAsInteger(instr.gpr8);
const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + index + ");";
}
} else {
if (lod_offset != 0) {
if (depth_compare) {
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
const std::string z = regs.GetRegisterAsFloat(instr.gpr20.Value() + lod_offset);
const std::string y =
regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
const std::string z =
regs.GetRegisterAsFloat(instr.gpr20.Value() + lod_offset);
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
} else {
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
const std::string y =
regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
coord = "vec2 coords = vec2(" + x + ", " + y + ");";
}
} else {
if (depth_compare) {
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
const std::string y =
regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
} else {
@ -2746,7 +2771,7 @@ private:
// Fallback to interpreting as a 2D texture for now
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");");
coord = "vec2 coords = vec2(" + x + ", " + y + ");";
texture_type = Tegra::Shader::TextureType::Texture2D;
is_array = false;
}
@ -2760,8 +2785,7 @@ private:
}
case Tegra::Shader::TextureProcessMode::LZ: {
if (depth_compare && is_array) {
// Since we got an OpenGL limitation, we set bias very high to enforce mipmap 0
texture = "texture(" + sampler + ", coords, 1000.0)";
texture = "texture(" + sampler + ", coords)";
} else {
texture = "textureLod(" + sampler + ", coords, 0.0)";
}
@ -2778,13 +2802,11 @@ private:
}
}
if (!depth_compare) {
WriteTexsInstruction(instr, texture);
WriteTexsInstruction(instr, coord, texture);
} else {
WriteTexsInstruction(instr, "vec4(" + texture + ')');
WriteTexsInstruction(instr, coord, "vec4(" + texture + ')');
}
shader.AddLine('}');
--shader.scope;
break;
}
case OpCode::Id::TLDS: {
@ -2806,11 +2828,12 @@ private:
// Scope to avoid variable name overlaps.
shader.AddLine('{');
++shader.scope;
std::string coords;
switch (texture_type) {
case Tegra::Shader::TextureType::Texture1D: {
const std::string x = regs.GetRegisterAsInteger(instr.gpr8);
shader.AddLine("int coords = " + x + ';');
coords = "float coords = " + x + ';';
break;
}
case Tegra::Shader::TextureType::Texture2D: {
@ -2818,7 +2841,8 @@ private:
const std::string x = regs.GetRegisterAsInteger(instr.gpr8);
const std::string y = regs.GetRegisterAsInteger(instr.gpr20);
shader.AddLine("ivec2 coords = ivec2(" + x + ", " + y + ");");
// shader.AddLine("ivec2 coords = ivec2(" + x + ", " + y + ");");
coords = "ivec2 coords = ivec2(" + x + ", " + y + ");";
extra_op_offset = 1;
break;
}
@ -2846,7 +2870,7 @@ private:
static_cast<u32>(instr.tlds.GetTextureProcessMode()));
}
}
WriteTexsInstruction(instr, texture);
WriteTexsInstruction(instr, coords, texture);
--shader.scope;
shader.AddLine('}');
@ -2905,14 +2929,17 @@ private:
const std::string texture = "textureGather(" + sampler + ", coords, " +
std::to_string(instr.tld4.component) + ')';
if (!depth_compare) {
shader.AddLine("vec4 texture_tmp = " + texture + ';');
std::size_t dest_elem{};
for (std::size_t elem = 0; elem < 4; ++elem) {
if (!instr.tex.IsComponentEnabled(elem)) {
// Skip disabled components
continue;
}
regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
regs.SetRegisterToFloat(instr.gpr0, elem, "texture_tmp", 1, 4, false,
dest_elem);
++dest_elem;
}
} else {
@ -2933,6 +2960,7 @@ private:
// Scope to avoid variable name overlaps.
shader.AddLine('{');
++shader.scope;
std::string coords;
const bool depth_compare =
instr.tld4s.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC);
@ -2942,20 +2970,19 @@ private:
const std::string sampler = GetSampler(
instr.sampler, Tegra::Shader::TextureType::Texture2D, false, depth_compare);
if (!depth_compare) {
shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");");
coords = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
} else {
// Note: TLD4S coordinate encoding works just like TEXS's
shader.AddLine(
"float op_y = " + regs.GetRegisterAsFloat(instr.gpr8.Value() + 1) + ';');
shader.AddLine("vec3 coords = vec3(" + op_a + ", op_y, " + op_b + ");");
const std::string op_y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
coords = "vec3 coords = vec3(" + op_a + ", " + op_y + ", " + op_b + ");";
}
const std::string texture = "textureGather(" + sampler + ", coords, " +
std::to_string(instr.tld4s.component) + ')';
if (!depth_compare) {
WriteTexsInstruction(instr, texture);
WriteTexsInstruction(instr, coords, texture);
} else {
WriteTexsInstruction(instr, "vec4(" + texture + ')');
WriteTexsInstruction(instr, coords, "vec4(" + texture + ')');
}
--shader.scope;