Support texture rectangle targets (non-normalized coords)
This commit is contained in:
@ -11,25 +11,15 @@ namespace Ryujinx.Graphics.Shader.Translation
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public Block CurrBlock { get; set; }
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public OpCode CurrOp { get; set; }
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private ShaderStage _stage;
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private ShaderHeader _header;
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private ShaderCapabilities _capabilities;
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private TranslationFlags _flags;
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private ShaderConfig _config;
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private List<Operation> _operations;
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private Dictionary<ulong, Operand> _labels;
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public EmitterContext(
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ShaderStage stage,
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ShaderHeader header,
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ShaderCapabilities capabilities,
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TranslationFlags flags)
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public EmitterContext(ShaderConfig config)
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{
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_stage = stage;
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_header = header;
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_capabilities = capabilities;
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_flags = flags;
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_config = config;
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_operations = new List<Operation>();
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@ -69,24 +59,24 @@ namespace Ryujinx.Graphics.Shader.Translation
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public void PrepareForReturn()
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{
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if (_stage == ShaderStage.Vertex)
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if (_config.Stage == ShaderStage.Vertex)
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{
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if ((_flags & TranslationFlags.DividePosXY) != 0)
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if (!_config.QueryInfoBool(QueryInfoName.ViewportTransformEnable))
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{
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Operand posX = Attribute(AttributeConsts.PositionX);
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Operand posY = Attribute(AttributeConsts.PositionY);
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this.Copy(posX, this.FPDivide(posX, ConstF(_capabilities.MaximumViewportDimensions / 2)));
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this.Copy(posY, this.FPDivide(posY, ConstF(_capabilities.MaximumViewportDimensions / 2)));
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this.Copy(posX, this.FPDivide(posX, ConstF(_config.QueryInfo(QueryInfoName.MaximumViewportDimensions) / 2)));
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this.Copy(posY, this.FPDivide(posY, ConstF(_config.QueryInfo(QueryInfoName.MaximumViewportDimensions) / 2)));
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}
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}
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else if (_stage == ShaderStage.Fragment)
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else if (_config.Stage == ShaderStage.Fragment)
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{
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if (_header.OmapDepth)
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if (_config.OmapDepth)
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{
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Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);
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Operand src = Register(_header.DepthRegister, RegisterType.Gpr);
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Operand src = Register(_config.GetDepthRegister(), RegisterType.Gpr);
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this.Copy(dest, src);
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}
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@ -95,7 +85,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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for (int attachment = 0; attachment < 8; attachment++)
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{
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OutputMapTarget target = _header.OmapTargets[attachment];
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OutputMapTarget target = _config.OmapTargets[attachment];
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for (int component = 0; component < 4; component++)
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{
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@ -27,9 +27,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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node = RewriteGlobalAccess(node, config);
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}
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if (!config.Capabilities.SupportsNonConstantTextureOffset && operation.Inst == Instruction.TextureSample)
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if (operation.Inst == Instruction.TextureSample)
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{
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node = RewriteTextureSample(node);
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node = RewriteTextureSample(node, config);
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}
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}
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}
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@ -79,7 +79,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
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}
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Operand alignMask = Const(-config.Capabilities.StorageBufferOffsetAlignment);
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Operand alignMask = Const(-config.QueryInfo(QueryInfoName.StorageBufferOffsetAlignment));
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Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, Const(-64));
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Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
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@ -124,23 +124,18 @@ namespace Ryujinx.Graphics.Shader.Translation
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return node;
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}
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private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node)
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private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node, ShaderConfig config)
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{
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// Technically, non-constant texture offsets are not allowed (according to the spec),
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// however some GPUs does support that.
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// For GPUs where it is not supported, we can replace the instruction with the following:
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// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
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// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
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// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
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// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
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// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
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// for each pixel.
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TextureOperation texOp = (TextureOperation)node.Value;
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bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
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bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
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if (!(hasOffset || hasOffsets))
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bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.QueryInfoBool(QueryInfoName.SupportsNonConstantTextureOffset);
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bool isRect = config.QueryInfoBool(QueryInfoName.IsTextureRectangle, texOp.Handle);
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if (!(hasInvalidOffset || isRect))
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{
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return node;
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}
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@ -159,14 +154,24 @@ namespace Ryujinx.Graphics.Shader.Translation
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int coordsCount = texOp.Type.GetDimensions();
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int offsetsCount = coordsCount * (hasOffsets ? 4 : 1);
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int offsetsCount;
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if (hasOffsets)
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{
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offsetsCount = coordsCount * 4;
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}
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else if (hasOffset)
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{
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offsetsCount = coordsCount;
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}
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else
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{
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offsetsCount = 0;
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}
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Operand[] offsets = new Operand[offsetsCount];
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Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
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int srcIndex = 0;
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int dstIndex = 0;
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int copyCount = 0;
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if (isBindless || isIndexed)
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@ -207,6 +212,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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copyCount++;
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}
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int srcIndex = 0;
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int dstIndex = 0;
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for (int index = 0; index < copyCount; index++)
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{
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sources[dstIndex++] = texOp.GetSource(srcIndex++);
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@ -223,7 +231,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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offsets[index] = offset;
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}
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if (areAllOffsetsConstant)
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hasInvalidOffset &= !areAllOffsetsConstant;
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if (!(hasInvalidOffset || isRect))
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{
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return node;
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}
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@ -240,50 +250,32 @@ namespace Ryujinx.Graphics.Shader.Translation
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int coordsIndex = isBindless || isIndexed ? 1 : 0;
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if (intCoords)
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int componentIndex = texOp.Index;
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Operand Int(Operand value)
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{
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for (int index = 0; index < coordsCount; index++)
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{
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Operand source = sources[coordsIndex + index];
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Operand res = Local();
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Operand coordPlusOffset = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
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node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
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sources[coordsIndex + index] = coordPlusOffset;
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}
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return res;
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}
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else
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Operand Float(Operand value)
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{
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Operand lod = Local();
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Operand res = Local();
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node.List.AddBefore(node, new TextureOperation(
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Instruction.Lod,
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texOp.Type,
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texOp.Flags,
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texOp.Handle,
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1,
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lod,
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lodSources));
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node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
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Operand Int(Operand value)
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{
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Operand res = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
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return res;
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}
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Operand Float(Operand value)
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{
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Operand res = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
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return res;
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}
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return res;
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}
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// Emulate texture rectangle by normalizing the coordinates on the shader.
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// When sampler*Rect is used, the coords are expected to the in the [0, W or H] range,
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// and otherwise, it is expected to be in the [0, 1] range.
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// We normalize by dividing the coords by the texture size.
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if (isRect && !intCoords)
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{
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for (int index = 0; index < coordsCount; index++)
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{
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Operand coordSize = Local();
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@ -292,11 +284,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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if (isBindless || isIndexed)
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{
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texSizeSources = new Operand[] { sources[0], Int(lod) };
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texSizeSources = new Operand[] { sources[0], Const(0) };
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}
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else
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{
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texSizeSources = new Operand[] { Int(lod) };
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texSizeSources = new Operand[] { Const(0) };
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}
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node.List.AddBefore(node, new TextureOperation(
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@ -308,35 +300,101 @@ namespace Ryujinx.Graphics.Shader.Translation
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coordSize,
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texSizeSources));
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Operand offset = Local();
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Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
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node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
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Operand source = sources[coordsIndex + index];
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Operand coordPlusOffset = Local();
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Operand coordNormalized = Local();
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node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
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node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, coordNormalized, source, Float(coordSize)));
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sources[coordsIndex + index] = coordPlusOffset;
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sources[coordsIndex + index] = coordNormalized;
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}
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}
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int componentIndex;
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if (isGather && !isShadow)
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// Technically, non-constant texture offsets are not allowed (according to the spec),
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// however some GPUs does support that.
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// For GPUs where it is not supported, we can replace the instruction with the following:
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// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
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// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
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// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
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// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
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// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
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// for each pixel.
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if (hasInvalidOffset)
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{
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Operand gatherComponent = sources[dstIndex - 1];
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if (intCoords)
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{
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for (int index = 0; index < coordsCount; index++)
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{
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Operand source = sources[coordsIndex + index];
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Debug.Assert(gatherComponent.Type == OperandType.Constant);
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Operand coordPlusOffset = Local();
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componentIndex = gatherComponent.Value;
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}
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else
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{
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componentIndex = texOp.Index;
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node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
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sources[coordsIndex + index] = coordPlusOffset;
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}
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}
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else
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{
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Operand lod = Local();
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node.List.AddBefore(node, new TextureOperation(
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Instruction.Lod,
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texOp.Type,
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texOp.Flags,
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texOp.Handle,
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1,
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lod,
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lodSources));
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for (int index = 0; index < coordsCount; index++)
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{
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Operand coordSize = Local();
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Operand[] texSizeSources;
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if (isBindless || isIndexed)
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{
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texSizeSources = new Operand[] { sources[0], Int(lod) };
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}
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else
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{
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texSizeSources = new Operand[] { Int(lod) };
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}
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node.List.AddBefore(node, new TextureOperation(
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Instruction.TextureSize,
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texOp.Type,
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texOp.Flags,
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texOp.Handle,
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index,
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coordSize,
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texSizeSources));
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Operand offset = Local();
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Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
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node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
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Operand source = sources[coordsIndex + index];
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Operand coordPlusOffset = Local();
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node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
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sources[coordsIndex + index] = coordPlusOffset;
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}
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}
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if (isGather && !isShadow)
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{
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Operand gatherComponent = sources[dstIndex - 1];
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Debug.Assert(gatherComponent.Type == OperandType.Constant);
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componentIndex = gatherComponent.Value;
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}
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}
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TextureOperation newTexOp = new TextureOperation(
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|
@ -52,7 +52,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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Operand baseAddrTrunc = Local();
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Operand alignMask = Const(-config.Capabilities.StorageBufferOffsetAlignment);
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Operand alignMask = Const(-config.QueryInfo(QueryInfoName.StorageBufferOffsetAlignment));
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Operation andOp = new Operation(Instruction.BitwiseAnd, baseAddrTrunc, baseAddrLow, alignMask);
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|
@ -4,9 +4,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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None = 0,
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Compute = 1 << 0,
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DebugMode = 1 << 1,
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Unspecialized = 1 << 2,
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DividePosXY = 1 << 3
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Compute = 1 << 0,
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DebugMode = 1 << 1
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}
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}
|
@ -16,14 +16,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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public static Span<byte> ExtractCode(Span<byte> code, bool compute, out int headerSize)
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{
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if (compute)
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{
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headerSize = 0;
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}
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else
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{
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headerSize = HeaderSize;
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}
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headerSize = compute ? 0 : HeaderSize;
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Block[] cfg = Decoder.Decode(code, (ulong)headerSize);
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@ -47,56 +40,21 @@ namespace Ryujinx.Graphics.Shader.Translation
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return code.Slice(0, headerSize + (int)endAddress);
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}
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public static ShaderProgram Translate(Span<byte> code, ShaderCapabilities capabilities, TranslationFlags flags)
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public static ShaderProgram Translate(Span<byte> code, QueryInfoCallback queryInfoCallback, TranslationFlags flags)
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{
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bool compute = (flags & TranslationFlags.Compute) != 0;
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Operation[] ops = DecodeShader(code, capabilities, flags, out ShaderHeader header, out int size);
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ShaderStage stage;
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if (compute)
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{
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stage = ShaderStage.Compute;
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}
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else
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{
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stage = header.Stage;
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}
|
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|
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int maxOutputVertexCount = 0;
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|
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OutputTopology outputTopology = OutputTopology.LineStrip;
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if (!compute)
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{
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maxOutputVertexCount = header.MaxOutputVertexCount;
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outputTopology = header.OutputTopology;
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}
|
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|
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ShaderConfig config = new ShaderConfig(
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stage,
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capabilities,
|
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flags,
|
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maxOutputVertexCount,
|
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outputTopology);
|
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Operation[] ops = DecodeShader(code, queryInfoCallback, flags, out ShaderConfig config, out int size);
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return Translate(ops, config, size);
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}
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public static ShaderProgram Translate(Span<byte> vpACode, Span<byte> vpBCode, ShaderCapabilities capabilities, TranslationFlags flags)
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public static ShaderProgram Translate(Span<byte> vpACode, Span<byte> vpBCode, QueryInfoCallback queryInfoCallback, TranslationFlags flags)
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{
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bool debugMode = (flags & TranslationFlags.DebugMode) != 0;
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Operation[] vpAOps = DecodeShader(vpACode, capabilities, flags, out _, out _);
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Operation[] vpBOps = DecodeShader(vpBCode, capabilities, flags, out ShaderHeader header, out int sizeB);
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ShaderConfig config = new ShaderConfig(
|
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header.Stage,
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capabilities,
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flags,
|
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header.MaxOutputVertexCount,
|
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header.OutputTopology);
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Operation[] vpAOps = DecodeShader(vpACode, queryInfoCallback, flags, out _, out _);
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Operation[] vpBOps = DecodeShader(vpBCode, queryInfoCallback, flags, out ShaderConfig config, out int sizeB);
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return Translate(Combine(vpAOps, vpBOps), config, sizeB);
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}
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@ -136,31 +94,25 @@ namespace Ryujinx.Graphics.Shader.Translation
|
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}
|
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|
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private static Operation[] DecodeShader(
|
||||
Span<byte> code,
|
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ShaderCapabilities capabilities,
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TranslationFlags flags,
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out ShaderHeader header,
|
||||
out int size)
|
||||
Span<byte> code,
|
||||
QueryInfoCallback queryInfoCallback,
|
||||
TranslationFlags flags,
|
||||
out ShaderConfig config,
|
||||
out int size)
|
||||
{
|
||||
Block[] cfg;
|
||||
|
||||
EmitterContext context;
|
||||
|
||||
if ((flags & TranslationFlags.Compute) != 0)
|
||||
{
|
||||
header = null;
|
||||
config = new ShaderConfig(flags, queryInfoCallback);
|
||||
|
||||
cfg = Decoder.Decode(code, 0);
|
||||
|
||||
context = new EmitterContext(ShaderStage.Compute, header, capabilities, flags);
|
||||
}
|
||||
else
|
||||
{
|
||||
header = new ShaderHeader(code);
|
||||
config = new ShaderConfig(new ShaderHeader(code), flags, queryInfoCallback);
|
||||
|
||||
cfg = Decoder.Decode(code, HeaderSize);
|
||||
|
||||
context = new EmitterContext(header.Stage, header, capabilities, flags);
|
||||
}
|
||||
|
||||
if (cfg == null)
|
||||
@ -172,6 +124,8 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
return new Operation[0];
|
||||
}
|
||||
|
||||
EmitterContext context = new EmitterContext(config);
|
||||
|
||||
ulong maxEndAddress = 0;
|
||||
|
||||
for (int blkIndex = 0; blkIndex < cfg.Length; blkIndex++)
|
||||
|
Reference in New Issue
Block a user