mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-27 01:02:48 +01:00
Shader: Implemented the TLD4 and TLD4S opcodes using GLSL's textureGather.
It is unknown how TLD4S determines the sampler type, more research is needed.
This commit is contained in:
parent
3ef4b3d4b4
commit
7fb406c3fc
1 changed files with 51 additions and 0 deletions
|
@ -1567,6 +1567,57 @@ private:
|
||||||
WriteTexsInstruction(instr, coord, texture);
|
WriteTexsInstruction(instr, coord, texture);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
case OpCode::Id::TLD4: {
|
||||||
|
ASSERT(instr.tld4.texture_type == Tegra::Shader::TextureType::Texture2D);
|
||||||
|
ASSERT(instr.tld4.array == 0);
|
||||||
|
std::string coord{};
|
||||||
|
|
||||||
|
switch (instr.tld4.texture_type) {
|
||||||
|
case Tegra::Shader::TextureType::Texture2D: {
|
||||||
|
std::string x = regs.GetRegisterAsFloat(instr.gpr8);
|
||||||
|
std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
|
||||||
|
coord = "vec2 coords = vec2(" + x + ", " + y + ");";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
default:
|
||||||
|
UNIMPLEMENTED();
|
||||||
|
}
|
||||||
|
|
||||||
|
const std::string sampler =
|
||||||
|
GetSampler(instr.sampler, instr.tld4.texture_type, instr.tld4.array);
|
||||||
|
// 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);
|
||||||
|
const std::string texture = "textureGather(" + sampler + ", coords, " +
|
||||||
|
std::to_string(instr.tld4.component) + ')';
|
||||||
|
|
||||||
|
size_t dest_elem{};
|
||||||
|
for (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);
|
||||||
|
++dest_elem;
|
||||||
|
}
|
||||||
|
--shader.scope;
|
||||||
|
shader.AddLine("}");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case OpCode::Id::TLD4S: {
|
||||||
|
const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
|
||||||
|
const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20);
|
||||||
|
// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
|
||||||
|
const std::string sampler =
|
||||||
|
GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false);
|
||||||
|
const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
|
||||||
|
const std::string texture = "textureGather(" + sampler + ", coords, " +
|
||||||
|
std::to_string(instr.tld4s.component) + ')';
|
||||||
|
WriteTexsInstruction(instr, coord, texture);
|
||||||
|
break;
|
||||||
|
}
|
||||||
default: {
|
default: {
|
||||||
LOG_CRITICAL(HW_GPU, "Unhandled memory instruction: {}", opcode->GetName());
|
LOG_CRITICAL(HW_GPU, "Unhandled memory instruction: {}", opcode->GetName());
|
||||||
UNREACHABLE();
|
UNREACHABLE();
|
||||||
|
|
Loading…
Reference in a new issue