From 32c1bc6a67820f9df21c8f64f4df078b015aa7da Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Wed, 6 Nov 2019 04:32:43 -0300 Subject: shader/texture: Deduce texture buffers from locker Instead of specializing shaders to separate texture buffers from 1D textures, use the locker to deduce them while they are being decoded. --- src/video_core/shader/decode/texture.cpp | 102 +++++++++++++------------------ 1 file changed, 41 insertions(+), 61 deletions(-) (limited to 'src/video_core/shader/decode') diff --git a/src/video_core/shader/decode/texture.cpp b/src/video_core/shader/decode/texture.cpp index bb926a132..695fdbd24 100644 --- a/src/video_core/shader/decode/texture.cpp +++ b/src/video_core/shader/decode/texture.cpp @@ -128,8 +128,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) { } const Node component = Immediate(static_cast(instr.tld4s.component)); - const auto& sampler = - GetSampler(instr.sampler, {{TextureType::Texture2D, false, depth_compare}}); + const SamplerInfo info{TextureType::Texture2D, false, depth_compare}; + const auto& sampler = GetSampler(instr.sampler, info); Node4 values; for (u32 element = 0; element < values.size(); ++element) { @@ -149,7 +149,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) { // Sadly, not all texture instructions specify the type of texture their sampler // uses. This must be fixed at a later instance. const auto& sampler = - is_bindless ? GetBindlessSampler(instr.gpr8, {}) : GetSampler(instr.sampler, {}); + is_bindless ? GetBindlessSampler(instr.gpr8) : GetSampler(instr.sampler); u32 indexer = 0; switch (instr.txq.query_type) { @@ -185,8 +185,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) { auto texture_type = instr.tmml.texture_type.Value(); const bool is_array = instr.tmml.array != 0; const auto& sampler = - is_bindless ? GetBindlessSampler(instr.gpr20, {{texture_type, is_array, false}}) - : GetSampler(instr.sampler, {{texture_type, is_array, false}}); + is_bindless ? GetBindlessSampler(instr.gpr20) : GetSampler(instr.sampler); std::vector coords; @@ -254,67 +253,50 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) { return pc; } -const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, - std::optional sampler_info) { - const auto offset = static_cast(sampler.index.Value()); - - TextureType type; - bool is_array; - bool is_shadow; +ShaderIR::SamplerInfo ShaderIR::GetSamplerInfo(std::optional sampler_info, u32 offset, + std::optional buffer) { if (sampler_info) { - type = sampler_info->type; - is_array = sampler_info->is_array; - is_shadow = sampler_info->is_shadow; - } else if (const auto sampler = locker.ObtainBoundSampler(offset)) { - type = sampler->texture_type.Value(); - is_array = sampler->is_array.Value() != 0; - is_shadow = sampler->is_shadow.Value() != 0; - } else { + return *sampler_info; + } + const auto sampler = + buffer ? locker.ObtainBindlessSampler(*buffer, offset) : locker.ObtainBoundSampler(offset); + if (!sampler) { LOG_WARNING(HW_GPU, "Unknown sampler info"); - type = TextureType::Texture2D; - is_array = false; - is_shadow = false; + return SamplerInfo{TextureType::Texture2D, false, false, false}; } + return SamplerInfo{sampler->texture_type, sampler->is_array != 0, sampler->is_shadow != 0, + sampler->is_buffer != 0}; +} + +const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, + std::optional sampler_info) { + const auto offset = static_cast(sampler.index.Value()); + const auto info = GetSamplerInfo(sampler_info, offset); // If this sampler has already been used, return the existing mapping. const auto it = std::find_if(used_samplers.begin(), used_samplers.end(), [offset](const Sampler& entry) { return entry.GetOffset() == offset; }); if (it != used_samplers.end()) { - ASSERT(!it->IsBindless() && it->GetType() == type && it->IsArray() == is_array && - it->IsShadow() == is_shadow); + ASSERT(!it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array && + it->IsShadow() == info.is_shadow && it->IsBuffer() == info.is_buffer); return *it; } // Otherwise create a new mapping for this sampler const auto next_index = static_cast(used_samplers.size()); - return used_samplers.emplace_back(Sampler(next_index, offset, type, is_array, is_shadow)); + return used_samplers.emplace_back(next_index, offset, info.type, info.is_array, info.is_shadow, + info.is_buffer); } -const Sampler& ShaderIR::GetBindlessSampler(const Tegra::Shader::Register& reg, +const Sampler& ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, std::optional sampler_info) { const Node sampler_register = GetRegister(reg); const auto [base_sampler, buffer, offset] = TrackCbuf(sampler_register, global_code, static_cast(global_code.size())); ASSERT(base_sampler != nullptr); - TextureType type; - bool is_array; - bool is_shadow; - if (sampler_info) { - type = sampler_info->type; - is_array = sampler_info->is_array; - is_shadow = sampler_info->is_shadow; - } else if (const auto sampler = locker.ObtainBindlessSampler(buffer, offset)) { - type = sampler->texture_type.Value(); - is_array = sampler->is_array.Value() != 0; - is_shadow = sampler->is_shadow.Value() != 0; - } else { - LOG_WARNING(HW_GPU, "Unknown sampler info"); - type = TextureType::Texture2D; - is_array = false; - is_shadow = false; - } + const auto info = GetSamplerInfo(sampler_info, offset, buffer); // If this sampler has already been used, return the existing mapping. const auto it = @@ -323,15 +305,15 @@ const Sampler& ShaderIR::GetBindlessSampler(const Tegra::Shader::Register& reg, return entry.GetBuffer() == buffer && entry.GetOffset() == offset; }); if (it != used_samplers.end()) { - ASSERT(it->IsBindless() && it->GetType() == type && it->IsArray() == is_array && - it->IsShadow() == is_shadow); + ASSERT(it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array && + it->IsShadow() == info.is_shadow); return *it; } // Otherwise create a new mapping for this sampler const auto next_index = static_cast(used_samplers.size()); - return used_samplers.emplace_back( - Sampler(next_index, offset, buffer, type, is_array, is_shadow)); + return used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array, + info.is_shadow, info.is_buffer); } void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) { @@ -416,17 +398,16 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type, (texture_type == TextureType::TextureCube && is_array && is_shadow), "This method is not supported."); + const SamplerInfo info{texture_type, is_array, is_shadow, false}; const auto& sampler = - is_bindless ? GetBindlessSampler(*bindless_reg, {{texture_type, is_array, is_shadow}}) - : GetSampler(instr.sampler, {{texture_type, is_array, is_shadow}}); + is_bindless ? GetBindlessSampler(*bindless_reg, info) : GetSampler(instr.sampler, info); const bool lod_needed = process_mode == TextureProcessMode::LZ || process_mode == TextureProcessMode::LL || process_mode == TextureProcessMode::LLA; - // LOD selection (either via bias or explicit textureLod) not - // supported in GL for sampler2DArrayShadow and - // samplerCubeArrayShadow. + // LOD selection (either via bias or explicit textureLod) not supported in GL for + // sampler2DArrayShadow and samplerCubeArrayShadow. const bool gl_lod_supported = !((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && is_shadow) || (texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow)); @@ -436,8 +417,8 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type, UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported); - Node bias = {}; - Node lod = {}; + Node bias; + Node lod; if (process_mode != TextureProcessMode::None && gl_lod_supported) { switch (process_mode) { case TextureProcessMode::LZ: @@ -573,10 +554,9 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de u64 parameter_register = instr.gpr20.Value(); - const auto& sampler = - is_bindless - ? GetBindlessSampler(parameter_register++, {{texture_type, is_array, depth_compare}}) - : GetSampler(instr.sampler, {{texture_type, is_array, depth_compare}}); + const SamplerInfo info{texture_type, is_array, depth_compare, false}; + const auto& sampler = is_bindless ? GetBindlessSampler(parameter_register++, info) + : GetSampler(instr.sampler, info); std::vector aoffi; if (is_aoffi) { @@ -623,7 +603,7 @@ Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) { // const Node aoffi_register{is_aoffi ? GetRegister(gpr20_cursor++) : nullptr}; // const Node multisample{is_multisample ? GetRegister(gpr20_cursor++) : nullptr}; - const auto& sampler = GetSampler(instr.sampler, {{texture_type, is_array, false}}); + const auto& sampler = GetSampler(instr.sampler); Node4 values; for (u32 element = 0; element < values.size(); ++element) { @@ -659,7 +639,7 @@ 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, {{texture_type, is_array, false}}); + const auto& sampler = GetSampler(instr.sampler); Node4 values; for (u32 element = 0; element < values.size(); ++element) { -- cgit v1.2.3 From dc9961f341be64dcbc13097d4eb7b95db45f9fb9 Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Wed, 6 Nov 2019 22:43:02 -0300 Subject: 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). --- src/video_core/shader/decode/texture.cpp | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) (limited to 'src/video_core/shader/decode') diff --git a/src/video_core/shader/decode/texture.cpp b/src/video_core/shader/decode/texture.cpp index 695fdbd24..b094e5a06 100644 --- a/src/video_core/shader/decode/texture.cpp +++ b/src/video_core/shader/decode/texture.cpp @@ -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) { -- cgit v1.2.3