mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-09-06 03:04:59 +00:00
Correct non-constant offset rewrite for texelFetch
This commit is contained in:
parent
f2c85c5d58
commit
171c3d54c6
|
@ -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)
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue