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https://git.suyu.dev/suyu/suyu.git
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Merge pull request #1151 from bunnei/revert-4a2ee191
Revert "Shader: Use the right sampler type in the TEX, TEXS and TLDS …"
This commit is contained in:
commit
cb8b371570
2 changed files with 31 additions and 153 deletions
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@ -440,12 +440,13 @@ public:
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}
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declarations.AddNewLine();
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const auto& samplers = GetSamplers();
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for (const auto& sampler : samplers) {
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declarations.AddLine("uniform " + sampler.GetTypeString() + ' ' + sampler.GetName() +
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';');
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// Append the sampler2D array for the used textures.
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size_t num_samplers = GetSamplers().size();
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if (num_samplers > 0) {
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declarations.AddLine("uniform sampler2D " + SamplerEntry::GetArrayName(stage) + '[' +
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std::to_string(num_samplers) + "];");
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declarations.AddNewLine();
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}
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declarations.AddNewLine();
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}
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/// Returns a list of constant buffer declarations
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@ -457,14 +458,13 @@ public:
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}
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/// Returns a list of samplers used in the shader
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const std::vector<SamplerEntry>& GetSamplers() const {
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std::vector<SamplerEntry> GetSamplers() const {
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return used_samplers;
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}
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/// Returns the GLSL sampler used for the input shader sampler, and creates a new one if
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/// necessary.
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std::string AccessSampler(const Sampler& sampler, Tegra::Shader::TextureType type,
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bool is_array) {
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std::string AccessSampler(const Sampler& sampler) {
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size_t offset = static_cast<size_t>(sampler.index.Value());
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// If this sampler has already been used, return the existing mapping.
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@ -473,13 +473,12 @@ public:
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[&](const SamplerEntry& entry) { return entry.GetOffset() == offset; });
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if (itr != used_samplers.end()) {
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ASSERT(itr->GetType() == type && itr->IsArray() == is_array);
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return itr->GetName();
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}
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// Otherwise create a new mapping for this sampler
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size_t next_index = used_samplers.size();
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SamplerEntry entry{stage, offset, next_index, type, is_array};
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SamplerEntry entry{stage, offset, next_index};
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used_samplers.emplace_back(entry);
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return entry.GetName();
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}
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@ -657,8 +656,8 @@ private:
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}
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/// Generates code representing a texture sampler.
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std::string GetSampler(const Sampler& sampler, Tegra::Shader::TextureType type, bool is_array) {
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return regs.AccessSampler(sampler, type, is_array);
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std::string GetSampler(const Sampler& sampler) {
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return regs.AccessSampler(sampler);
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}
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/**
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@ -1556,39 +1555,10 @@ private:
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break;
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}
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case OpCode::Id::TEX: {
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ASSERT_MSG(instr.tex.array == 0, "TEX arrays unimplemented");
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std::string coord{};
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switch (instr.tex.texture_type) {
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case Tegra::Shader::TextureType::Texture2D: {
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std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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break;
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}
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case Tegra::Shader::TextureType::Texture3D: {
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std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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std::string z = regs.GetRegisterAsFloat(instr.gpr20);
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coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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break;
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}
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case Tegra::Shader::TextureType::TextureCube: {
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std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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std::string z = regs.GetRegisterAsFloat(instr.gpr8.Value() + 2);
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ASSERT(instr.gpr20.Value() == Register::ZeroIndex);
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coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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break;
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}
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default:
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LOG_CRITICAL(HW_GPU, "Unhandled texture type {}",
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static_cast<u32>(instr.tex.texture_type.Value()));
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UNREACHABLE();
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}
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const std::string sampler =
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GetSampler(instr.sampler, instr.tex.texture_type, instr.tex.array);
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const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string op_b = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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const std::string sampler = GetSampler(instr.sampler);
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const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
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// Add an extra scope and declare the texture coords inside to prevent
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// overwriting them in case they are used as outputs of the texs instruction.
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shader.AddLine("{");
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@ -1610,72 +1580,20 @@ private:
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break;
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}
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case OpCode::Id::TEXS: {
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std::string coord{};
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switch (instr.texs.GetTextureType()) {
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case Tegra::Shader::TextureType::Texture2D: {
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if (instr.texs.IsArrayTexture()) {
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std::string index = regs.GetRegisterAsInteger(instr.gpr8);
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std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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coord = "vec3 coords = vec3(" + x + ", " + y + ", " + index + ");";
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} else {
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std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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}
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break;
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}
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case Tegra::Shader::TextureType::Texture3D: {
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std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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std::string z = regs.GetRegisterAsFloat(instr.gpr20.Value() + 1);
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coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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break;
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}
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case Tegra::Shader::TextureType::TextureCube: {
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std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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std::string z = regs.GetRegisterAsFloat(instr.gpr20);
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coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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break;
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}
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default:
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LOG_CRITICAL(HW_GPU, "Unhandled texture type {}",
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static_cast<u32>(instr.texs.GetTextureType()));
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UNREACHABLE();
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}
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const std::string sampler = GetSampler(instr.sampler, instr.texs.GetTextureType(),
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instr.texs.IsArrayTexture());
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const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20);
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const std::string sampler = GetSampler(instr.sampler);
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const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
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const std::string texture = "texture(" + sampler + ", coords)";
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WriteTexsInstruction(instr, coord, texture);
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break;
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}
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case OpCode::Id::TLDS: {
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ASSERT(instr.tlds.GetTextureType() == Tegra::Shader::TextureType::Texture2D);
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ASSERT(instr.tlds.IsArrayTexture() == false);
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std::string coord{};
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switch (instr.tlds.GetTextureType()) {
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case Tegra::Shader::TextureType::Texture2D: {
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if (instr.tlds.IsArrayTexture()) {
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LOG_CRITICAL(HW_GPU, "Unhandled 2d array texture");
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UNREACHABLE();
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} else {
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std::string x = regs.GetRegisterAsInteger(instr.gpr8);
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std::string y = regs.GetRegisterAsInteger(instr.gpr20);
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coord = "ivec2 coords = ivec2(" + x + ", " + y + ");";
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}
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break;
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}
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default:
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LOG_CRITICAL(HW_GPU, "Unhandled texture type {}",
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static_cast<u32>(instr.tlds.GetTextureType()));
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UNREACHABLE();
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}
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const std::string sampler = GetSampler(instr.sampler, instr.tlds.GetTextureType(),
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instr.tlds.IsArrayTexture());
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const std::string op_a = regs.GetRegisterAsInteger(instr.gpr8);
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const std::string op_b = regs.GetRegisterAsInteger(instr.gpr20);
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const std::string sampler = GetSampler(instr.sampler);
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const std::string coord = "ivec2 coords = ivec2(" + op_a + ", " + op_b + ");";
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const std::string texture = "texelFetch(" + sampler + ", coords, 0)";
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WriteTexsInstruction(instr, coord, texture);
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break;
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@ -1698,8 +1616,7 @@ private:
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UNREACHABLE();
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}
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const std::string sampler =
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GetSampler(instr.sampler, instr.tld4.texture_type, instr.tld4.array);
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const std::string sampler = GetSampler(instr.sampler);
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// Add an extra scope and declare the texture coords inside to prevent
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// overwriting them in case they are used as outputs of the texs instruction.
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shader.AddLine("{");
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@ -1725,8 +1642,7 @@ private:
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const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20);
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// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
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const std::string sampler =
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GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false);
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const std::string sampler = GetSampler(instr.sampler);
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const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
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const std::string texture = "textureGather(" + sampler + ", coords, " +
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std::to_string(instr.tld4s.component) + ')';
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@ -11,7 +11,6 @@
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#include <vector>
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#include "common/common_types.h"
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#include "common/hash.h"
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#include "video_core/engines/shader_bytecode.h"
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namespace GLShader {
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@ -73,9 +72,8 @@ class SamplerEntry {
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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public:
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SamplerEntry(Maxwell::ShaderStage stage, size_t offset, size_t index,
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Tegra::Shader::TextureType type, bool is_array)
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: offset(offset), stage(stage), sampler_index(index), type(type), is_array(is_array) {}
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SamplerEntry(Maxwell::ShaderStage stage, size_t offset, size_t index)
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: offset(offset), stage(stage), sampler_index(index) {}
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size_t GetOffset() const {
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return offset;
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@ -90,41 +88,8 @@ public:
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}
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std::string GetName() const {
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return std::string(TextureSamplerNames[static_cast<size_t>(stage)]) + '_' +
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std::to_string(sampler_index);
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}
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std::string GetTypeString() const {
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using Tegra::Shader::TextureType;
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std::string glsl_type;
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switch (type) {
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case TextureType::Texture1D:
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glsl_type = "sampler1D";
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break;
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case TextureType::Texture2D:
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glsl_type = "sampler2D";
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break;
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case TextureType::Texture3D:
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glsl_type = "sampler3D";
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break;
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case TextureType::TextureCube:
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glsl_type = "samplerCube";
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break;
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default:
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UNIMPLEMENTED();
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}
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if (is_array)
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glsl_type += "Array";
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return glsl_type;
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}
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Tegra::Shader::TextureType GetType() const {
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return type;
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}
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bool IsArray() const {
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return is_array;
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return std::string(TextureSamplerNames[static_cast<size_t>(stage)]) + '[' +
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std::to_string(sampler_index) + ']';
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}
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static std::string GetArrayName(Maxwell::ShaderStage stage) {
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@ -135,14 +100,11 @@ private:
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static constexpr std::array<const char*, Maxwell::MaxShaderStage> TextureSamplerNames = {
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"tex_vs", "tex_tessc", "tex_tesse", "tex_gs", "tex_fs",
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};
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/// Offset in TSC memory from which to read the sampler object, as specified by the sampling
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/// instruction.
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size_t offset;
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Maxwell::ShaderStage stage; ///< Shader stage where this sampler was used.
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size_t sampler_index; ///< Value used to index into the generated GLSL sampler array.
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Tegra::Shader::TextureType type; ///< The type used to sample this texture (Texture2D, etc)
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bool is_array; ///< Whether the texture is being sampled as an array texture or not.
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Maxwell::ShaderStage stage; ///< Shader stage where this sampler was used.
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size_t sampler_index; ///< Value used to index into the generated GLSL sampler array.
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};
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struct ShaderEntries {
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