shader/texture: Handle TLDS texture type mismatches

Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets
used by instructions of 1D textures. To handle the discrepancy this
commit uses the the texture type from the binding and modifies the
emitted code IR to build a valid backend expression.

E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples
a 2D texture in the coordinate ivec2(X, 0).
This commit is contained in:
ReinUsesLisp 2019-11-06 22:43:02 -03:00
parent 32c1bc6a67
commit dc9961f341
No known key found for this signature in database
GPG key ID: 2DFC508897B39CFE

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@ -616,6 +616,8 @@ Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) {
}
Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is_array) {
const auto& sampler = GetSampler(instr.sampler);
const std::size_t type_coord_count = GetCoordCount(texture_type);
const bool lod_enabled = instr.tlds.GetTextureProcessMode() == TextureProcessMode::LL;
@ -639,7 +641,14 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
// When lod is used always is in gpr20
const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
const auto& sampler = GetSampler(instr.sampler);
// Fill empty entries from the guest sampler.
const std::size_t entry_coord_count = GetCoordCount(sampler.GetType());
if (type_coord_count != entry_coord_count) {
LOG_WARNING(HW_GPU, "Bound and built texture types mismatch");
}
for (std::size_t i = type_coord_count; i < entry_coord_count; ++i) {
coords.push_back(GetRegister(Register::ZeroIndex));
}
Node4 values;
for (u32 element = 0; element < values.size(); ++element) {