gl_shader_decompiler: Implement TEX instruction.

This commit is contained in:
bunnei 2018-05-31 23:22:21 -04:00
parent 4c727d0ba8
commit 888eb345c0
2 changed files with 36 additions and 1 deletions

View file

@ -261,6 +261,14 @@ union Instruction {
BitField<50, 1, u64> saturate_a;
} conversion;
union {
BitField<31, 4, u64> component_mask;
bool IsComponentEnabled(size_t component) const {
return ((1 << component) & component_mask) != 0;
}
} tex;
union {
// TODO(bunnei): This is just a guess, needs to be verified
BitField<52, 1, u64> enable_g_component;
@ -286,6 +294,7 @@ public:
KIL,
LD_A,
ST_A,
TEX,
TEXQ, // Texture Query
TEXS, // Texture Fetch with scalar/non-vec4 source/destinations
TLDS, // Texture Load with scalar/non-vec4 source/destinations
@ -447,6 +456,7 @@ private:
INST("111000110011----", Id::KIL, Type::Flow, "KIL"),
INST("1110111111011---", Id::LD_A, Type::Memory, "LD_A"),
INST("1110111111110---", Id::ST_A, Type::Memory, "ST_A"),
INST("1100000000111---", Id::TEX, Type::Memory, "TEX"),
INST("1101111101001---", Id::TEXQ, Type::Memory, "TEXQ"),
INST("1101100---------", Id::TEXS, Type::Memory, "TEXS"),
INST("1101101---------", Id::TLDS, Type::Memory, "TLDS"),

View file

@ -891,6 +891,32 @@ private:
instr.gpr0);
break;
}
case OpCode::Id::TEX: {
ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
const std::string op_b = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
const std::string sampler = GetSampler(instr.sampler);
const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
// 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 = "texture(" + sampler + ", coords)";
size_t dest_elem{};
for (size_t elem = 0; elem < instr.attribute.fmt20.size; ++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::TEXS: {
ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
@ -921,7 +947,6 @@ private:
}
offset += 2;
}
--shader.scope;
shader.AddLine("}");
break;