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author | bunnei <bunneidev@gmail.com> | 2019-11-25 01:36:30 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2019-11-25 01:36:30 +0100 |
commit | b03242067d9ba9e3ad9804d2ccfe596f45da6ba6 (patch) | |
tree | 386c8566d385869702b34ddb00ff58f7e8e275bf /src/video_core/shader | |
parent | Merge pull request #3105 from ReinUsesLisp/fix-stencil-reg (diff) | |
parent | gl_device: Reserve base bindings on limited devices (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/shader/const_buffer_locker.cpp | 1 | ||||
-rw-r--r-- | src/video_core/shader/const_buffer_locker.h | 3 | ||||
-rw-r--r-- | src/video_core/shader/decode/texture.cpp | 111 | ||||
-rw-r--r-- | src/video_core/shader/node.h | 14 | ||||
-rw-r--r-- | src/video_core/shader/shader_ir.h | 13 |
5 files changed, 72 insertions, 70 deletions
diff --git a/src/video_core/shader/const_buffer_locker.cpp b/src/video_core/shader/const_buffer_locker.cpp index fe467608e..b65399f91 100644 --- a/src/video_core/shader/const_buffer_locker.cpp +++ b/src/video_core/shader/const_buffer_locker.cpp @@ -9,6 +9,7 @@ #include "common/assert.h" #include "common/common_types.h" #include "video_core/engines/maxwell_3d.h" +#include "video_core/engines/shader_type.h" #include "video_core/shader/const_buffer_locker.h" namespace VideoCommon::Shader { diff --git a/src/video_core/shader/const_buffer_locker.h b/src/video_core/shader/const_buffer_locker.h index 600e2f3c3..50a8ce42a 100644 --- a/src/video_core/shader/const_buffer_locker.h +++ b/src/video_core/shader/const_buffer_locker.h @@ -8,6 +8,7 @@ #include "common/common_types.h" #include "common/hash.h" #include "video_core/engines/const_buffer_engine_interface.h" +#include "video_core/engines/shader_type.h" namespace VideoCommon::Shader { @@ -20,7 +21,7 @@ using BindlessSamplerMap = * The ConstBufferLocker is a class use to interface the 3D and compute engines with the shader * compiler. with it, the shader can obtain required data from GPU state and store it for disk * shader compilation. - **/ + */ class ConstBufferLocker { public: explicit ConstBufferLocker(Tegra::Engines::ShaderType shader_stage); diff --git a/src/video_core/shader/decode/texture.cpp b/src/video_core/shader/decode/texture.cpp index bb926a132..b094e5a06 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<u32>(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<Node> 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<SamplerInfo> sampler_info) { - const auto offset = static_cast<u32>(sampler.index.Value()); - - TextureType type; - bool is_array; - bool is_shadow; +ShaderIR::SamplerInfo ShaderIR::GetSamplerInfo(std::optional<SamplerInfo> sampler_info, u32 offset, + std::optional<u32> 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<SamplerInfo> sampler_info) { + const auto offset = static_cast<u32>(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<u32>(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<SamplerInfo> sampler_info) { const Node sampler_register = GetRegister(reg); const auto [base_sampler, buffer, offset] = TrackCbuf(sampler_register, global_code, static_cast<s64>(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<u32>(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<Node> 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) { @@ -636,6 +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; @@ -659,7 +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, {{texture_type, is_array, false}}); + // 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) { diff --git a/src/video_core/shader/node.h b/src/video_core/shader/node.h index 54217e6a4..44d85d434 100644 --- a/src/video_core/shader/node.h +++ b/src/video_core/shader/node.h @@ -225,14 +225,15 @@ class Sampler { public: /// This constructor is for bound samplers constexpr explicit Sampler(u32 index, u32 offset, Tegra::Shader::TextureType type, - bool is_array, bool is_shadow) - : index{index}, offset{offset}, type{type}, is_array{is_array}, is_shadow{is_shadow} {} + bool is_array, bool is_shadow, bool is_buffer) + : index{index}, offset{offset}, type{type}, is_array{is_array}, is_shadow{is_shadow}, + is_buffer{is_buffer} {} /// This constructor is for bindless samplers constexpr explicit Sampler(u32 index, u32 offset, u32 buffer, Tegra::Shader::TextureType type, - bool is_array, bool is_shadow) + bool is_array, bool is_shadow, bool is_buffer) : index{index}, offset{offset}, buffer{buffer}, type{type}, is_array{is_array}, - is_shadow{is_shadow}, is_bindless{true} {} + is_shadow{is_shadow}, is_buffer{is_buffer}, is_bindless{true} {} constexpr u32 GetIndex() const { return index; @@ -258,6 +259,10 @@ public: return is_shadow; } + constexpr bool IsBuffer() const { + return is_buffer; + } + constexpr bool IsBindless() const { return is_bindless; } @@ -270,6 +275,7 @@ private: Tegra::Shader::TextureType type{}; ///< The type used to sample this texture (Texture2D, etc) bool is_array{}; ///< Whether the texture is being sampled as an array texture or not. bool is_shadow{}; ///< Whether the texture is being sampled as a depth texture or not. + bool is_buffer{}; ///< Whether the texture is a texture buffer without sampler. bool is_bindless{}; ///< Whether this sampler belongs to a bindless texture or not. }; diff --git a/src/video_core/shader/shader_ir.h b/src/video_core/shader/shader_ir.h index 76a849818..2f71a50d2 100644 --- a/src/video_core/shader/shader_ir.h +++ b/src/video_core/shader/shader_ir.h @@ -179,6 +179,7 @@ private: Tegra::Shader::TextureType type; bool is_array; bool is_shadow; + bool is_buffer; }; void Decode(); @@ -303,13 +304,17 @@ private: /// Returns a predicate combiner operation OperationCode GetPredicateCombiner(Tegra::Shader::PredOperation operation); + /// Queries the missing sampler info from the execution context. + SamplerInfo GetSamplerInfo(std::optional<SamplerInfo> sampler_info, u32 offset, + std::optional<u32> buffer = std::nullopt); + /// Accesses a texture sampler const Sampler& GetSampler(const Tegra::Shader::Sampler& sampler, - std::optional<SamplerInfo> sampler_info); + std::optional<SamplerInfo> sampler_info = std::nullopt); - // Accesses a texture sampler for a bindless texture. - const Sampler& GetBindlessSampler(const Tegra::Shader::Register& reg, - std::optional<SamplerInfo> sampler_info); + /// Accesses a texture sampler for a bindless texture. + const Sampler& GetBindlessSampler(Tegra::Shader::Register reg, + std::optional<SamplerInfo> sampler_info = std::nullopt); /// Accesses an image. Image& GetImage(Tegra::Shader::Image image, Tegra::Shader::ImageType type); |