Correct non-constant offset rewrite for texelFetch

This commit is contained in:
gdkchan 2019-12-11 14:41:07 -03:00 committed by Thog
parent f2c85c5d58
commit 171c3d54c6
2 changed files with 78 additions and 53 deletions

View file

@ -140,8 +140,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
{
// TODO: Return correct type depending on source index,
// that can improve the decompiler output.
if (
inst == Instruction.ImageLoad ||
if (inst == Instruction.ImageLoad ||
inst == Instruction.ImageStore ||
inst == Instruction.Lod ||
inst == Instruction.TextureSample)

View file

@ -126,6 +126,15 @@ namespace Ryujinx.Graphics.Shader.Translation
private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node)
{
// Technically, non-constant texture offsets are not allowed (according to the spec),
// however some GPUs does support that.
// For GPUs where it is not supported, we can replace the instruction with the following:
// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
// for each pixel.
TextureOperation texOp = (TextureOperation)node.Value;
bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
@ -139,6 +148,7 @@ namespace Ryujinx.Graphics.Shader.Translation
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
@ -228,74 +238,90 @@ namespace Ryujinx.Graphics.Shader.Translation
sources[dstIndex++] = texOp.GetSource(srcIndex++);
}
Operand Int(Operand value)
{
Operand res = Local();
node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
return res;
}
Operand Float(Operand value)
{
Operand res = Local();
node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
return res;
}
Operand lod = Local();
node.List.AddBefore(node, new TextureOperation(
Instruction.Lod,
texOp.Type,
texOp.Flags,
texOp.Handle,
1,
lod,
lodSources));
int coordsIndex = isBindless || isIndexed ? 1 : 0;
for (int index = 0; index < coordsCount; index++)
if (intCoords)
{
Operand coordSize = Local();
Operand[] texSizeSources;
if (isBindless || isIndexed)
for (int index = 0; index < coordsCount; index++)
{
texSizeSources = new Operand[] { sources[0], Int(lod) };
}
else
{
texSizeSources = new Operand[] { Int(lod) };
Operand source = sources[coordsIndex + index];
Operand coordPlusOffset = Local();
node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
sources[coordsIndex + index] = coordPlusOffset;
}
}
else
{
Operand lod = Local();
node.List.AddBefore(node, new TextureOperation(
Instruction.TextureSize,
Instruction.Lod,
texOp.Type,
texOp.Flags,
texOp.Handle,
index,
coordSize,
texSizeSources));
1,
lod,
lodSources));
Operand offset = Local();
Operand Int(Operand value)
{
Operand res = Local();
Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
return res;
}
Operand source = sources[coordsIndex + index];
Operand Float(Operand value)
{
Operand res = Local();
Operand coordPlusOffset = Local();
node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
return res;
}
sources[coordsIndex + index] = coordPlusOffset;
for (int index = 0; index < coordsCount; index++)
{
Operand coordSize = Local();
Operand[] texSizeSources;
if (isBindless || isIndexed)
{
texSizeSources = new Operand[] { sources[0], Int(lod) };
}
else
{
texSizeSources = new Operand[] { Int(lod) };
}
node.List.AddBefore(node, new TextureOperation(
Instruction.TextureSize,
texOp.Type,
texOp.Flags,
texOp.Handle,
index,
coordSize,
texSizeSources));
Operand offset = Local();
Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
Operand source = sources[coordsIndex + index];
Operand coordPlusOffset = Local();
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
sources[coordsIndex + index] = coordPlusOffset;
}
}
int componentIndex;