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Diffstat (limited to 'src/video_core/shader/decode/texture.cpp')
-rw-r--r--src/video_core/shader/decode/texture.cpp102
1 files changed, 41 insertions, 61 deletions
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<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) {
@@ -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) {