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-rw-r--r--src/video_core/engines/maxwell_3d.cpp33
-rw-r--r--src/video_core/engines/shader_bytecode.h18
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp17
3 files changed, 50 insertions, 18 deletions
diff --git a/src/video_core/engines/maxwell_3d.cpp b/src/video_core/engines/maxwell_3d.cpp
index 23e70cd8a..ef12d9300 100644
--- a/src/video_core/engines/maxwell_3d.cpp
+++ b/src/video_core/engines/maxwell_3d.cpp
@@ -156,16 +156,15 @@ void Maxwell3D::ProcessQueryGet() {
// TODO(Subv): Support the other query units.
ASSERT_MSG(regs.query.query_get.unit == Regs::QueryUnit::Crop,
"Units other than CROP are unimplemented");
- ASSERT_MSG(regs.query.query_get.short_query,
- "Writing the entire query result structure is unimplemented");
u32 value = Memory::Read32(*address);
- u32 result = 0;
+ u64 result = 0;
// TODO(Subv): Support the other query variables
switch (regs.query.query_get.select) {
case Regs::QuerySelect::Zero:
- result = 0;
+ // This seems to actually write the query sequence to the query address.
+ result = regs.query.query_sequence;
break;
default:
UNIMPLEMENTED_MSG("Unimplemented query select type {}",
@@ -174,15 +173,31 @@ void Maxwell3D::ProcessQueryGet() {
// TODO(Subv): Research and implement how query sync conditions work.
+ struct LongQueryResult {
+ u64_le value;
+ u64_le timestamp;
+ };
+ static_assert(sizeof(LongQueryResult) == 16, "LongQueryResult has wrong size");
+
switch (regs.query.query_get.mode) {
case Regs::QueryMode::Write:
case Regs::QueryMode::Write2: {
- // Write the current query sequence to the sequence address.
u32 sequence = regs.query.query_sequence;
- Memory::Write32(*address, sequence);
-
- // TODO(Subv): Write the proper query response structure to the address when not using short
- // mode.
+ if (regs.query.query_get.short_query) {
+ // Write the current query sequence to the sequence address.
+ // TODO(Subv): Find out what happens if you use a long query type but mark it as a short
+ // query.
+ Memory::Write32(*address, sequence);
+ } else {
+ // Write the 128-bit result structure in long mode. Note: We emulate an infinitely fast
+ // GPU, this command may actually take a while to complete in real hardware due to GPU
+ // wait queues.
+ LongQueryResult query_result{};
+ query_result.value = result;
+ // TODO(Subv): Generate a real GPU timestamp and write it here instead of 0
+ query_result.timestamp = 0;
+ Memory::WriteBlock(*address, &query_result, sizeof(query_result));
+ }
break;
}
default:
diff --git a/src/video_core/engines/shader_bytecode.h b/src/video_core/engines/shader_bytecode.h
index fd4e0746e..da64430e9 100644
--- a/src/video_core/engines/shader_bytecode.h
+++ b/src/video_core/engines/shader_bytecode.h
@@ -270,8 +270,22 @@ union Instruction {
} tex;
union {
- // TODO(bunnei): This is just a guess, needs to be verified
- BitField<52, 1, u64> enable_g_component;
+ BitField<50, 3, u64> component_mask_selector;
+ BitField<28, 8, Register> gpr28;
+
+ bool HasTwoDestinations() const {
+ return gpr28.Value() != Register::ZeroIndex;
+ }
+
+ bool IsComponentEnabled(size_t component) const {
+ static constexpr std::array<size_t, 5> one_dest_mask{0x1, 0x2, 0x4, 0x8, 0x3};
+ static constexpr std::array<size_t, 5> two_dest_mask{0x7, 0xb, 0xd, 0xe, 0xf};
+ const auto& mask{HasTwoDestinations() ? two_dest_mask : one_dest_mask};
+
+ ASSERT(component_mask_selector < mask.size());
+
+ return ((1 << component) & mask[component_mask_selector]) != 0;
+ }
} texs;
BitField<61, 1, u64> is_b_imm;
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 86d880dfc..bb5209a7e 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -938,18 +938,21 @@ private:
// TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA goes
// into gpr28+0 and gpr28+1
size_t offset{};
+
for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) {
for (unsigned elem = 0; elem < 2; ++elem) {
- if (dest + elem >= Register::ZeroIndex) {
- // Skip invalid register values
- break;
+ if (!instr.texs.IsComponentEnabled(elem)) {
+ // Skip disabled components
+ continue;
}
regs.SetRegisterToFloat(dest, elem + offset, texture, 1, 4, false, elem);
- if (!instr.texs.enable_g_component) {
- // Skip the second component
- break;
- }
}
+
+ if (!instr.texs.HasTwoDestinations()) {
+ // Skip the second destination
+ break;
+ }
+
offset += 2;
}
--shader.scope;