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authorgdkchan <gab.dark.100@gmail.com>2019-12-11 03:54:18 -0300
committerThog <thog@protonmail.com>2020-01-09 02:13:00 +0100
commitf2c85c5d58a0aeda5d5fe2d7a980cc7284330288 (patch)
treee9a3b2100de28120cd52239b5af9615b750ec352 /Ryujinx.Graphics.Shader/Translation
parent3323a3a042c85ce88926771159fc041b5576de60 (diff)
Support non-constant texture offsets on non-NVIDIA gpus
Diffstat (limited to 'Ryujinx.Graphics.Shader/Translation')
-rw-r--r--Ryujinx.Graphics.Shader/Translation/Lowering.cs222
1 files changed, 220 insertions, 2 deletions
diff --git a/Ryujinx.Graphics.Shader/Translation/Lowering.cs b/Ryujinx.Graphics.Shader/Translation/Lowering.cs
index 9a17dd83..1cd1df37 100644
--- a/Ryujinx.Graphics.Shader/Translation/Lowering.cs
+++ b/Ryujinx.Graphics.Shader/Translation/Lowering.cs
@@ -1,5 +1,6 @@
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
+using System.Diagnostics;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
@@ -23,13 +24,18 @@ namespace Ryujinx.Graphics.Shader.Translation
if (UsesGlobalMemory(operation.Inst))
{
- node = LowerGlobal(node, config);
+ node = RewriteGlobalAccess(node, config);
+ }
+
+ if (!config.Capabilities.SupportsNonConstantTextureOffset && operation.Inst == Instruction.TextureSample)
+ {
+ node = RewriteTextureSample(node);
}
}
}
}
- private static LinkedListNode<INode> LowerGlobal(LinkedListNode<INode> node, ShaderConfig config)
+ private static LinkedListNode<INode> RewriteGlobalAccess(LinkedListNode<INode> node, ShaderConfig config)
{
Operation operation = (Operation)node.Value;
@@ -117,5 +123,217 @@ namespace Ryujinx.Graphics.Shader.Translation
return node;
}
+
+ private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node)
+ {
+ TextureOperation texOp = (TextureOperation)node.Value;
+
+ bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
+ bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
+
+ if (!(hasOffset || hasOffsets))
+ {
+ return node;
+ }
+
+ bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
+ bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
+ bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
+ bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
+ bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
+
+ bool isArray = (texOp.Type & SamplerType.Array) != 0;
+ bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
+ bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
+ bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
+
+ int coordsCount = texOp.Type.GetDimensions();
+
+ int offsetsCount = coordsCount * (hasOffsets ? 4 : 1);
+
+ Operand[] offsets = new Operand[offsetsCount];
+ Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
+
+ int srcIndex = 0;
+ int dstIndex = 0;
+
+ int copyCount = 0;
+
+ if (isBindless || isIndexed)
+ {
+ copyCount++;
+ }
+
+ Operand[] lodSources = new Operand[copyCount + coordsCount];
+
+ for (int index = 0; index < lodSources.Length; index++)
+ {
+ lodSources[index] = texOp.GetSource(index);
+ }
+
+ copyCount += coordsCount;
+
+ if (isArray)
+ {
+ copyCount++;
+ }
+
+ if (isShadow)
+ {
+ copyCount++;
+ }
+
+ if (hasDerivatives)
+ {
+ copyCount += coordsCount * 2;
+ }
+
+ if (isMultisample)
+ {
+ copyCount++;
+ }
+ else if (hasLodLevel)
+ {
+ copyCount++;
+ }
+
+ for (int index = 0; index < copyCount; index++)
+ {
+ sources[dstIndex++] = texOp.GetSource(srcIndex++);
+ }
+
+ bool areAllOffsetsConstant = true;
+
+ for (int index = 0; index < offsetsCount; index++)
+ {
+ Operand offset = texOp.GetSource(srcIndex++);
+
+ areAllOffsetsConstant &= offset.Type == OperandType.Constant;
+
+ offsets[index] = offset;
+ }
+
+ if (areAllOffsetsConstant)
+ {
+ return node;
+ }
+
+ if (hasLodBias)
+ {
+ sources[dstIndex++] = texOp.GetSource(srcIndex++);
+ }
+
+ if (isGather && !isShadow)
+ {
+ sources[dstIndex++] = texOp.GetSource(srcIndex++);
+ }
+
+ Operand Int(Operand value)
+ {
+ Operand res = Local();
+
+ node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
+
+ return res;
+ }
+
+ Operand Float(Operand value)
+ {
+ Operand res = Local();
+
+ node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
+
+ return res;
+ }
+
+ Operand lod = Local();
+
+ node.List.AddBefore(node, new TextureOperation(
+ Instruction.Lod,
+ texOp.Type,
+ texOp.Flags,
+ texOp.Handle,
+ 1,
+ lod,
+ lodSources));
+
+ int coordsIndex = isBindless || isIndexed ? 1 : 0;
+
+ for (int index = 0; index < coordsCount; index++)
+ {
+ Operand coordSize = Local();
+
+ Operand[] texSizeSources;
+
+ if (isBindless || isIndexed)
+ {
+ texSizeSources = new Operand[] { sources[0], Int(lod) };
+ }
+ else
+ {
+ texSizeSources = new Operand[] { Int(lod) };
+ }
+
+ node.List.AddBefore(node, new TextureOperation(
+ Instruction.TextureSize,
+ texOp.Type,
+ texOp.Flags,
+ texOp.Handle,
+ index,
+ coordSize,
+ texSizeSources));
+
+ Operand offset = Local();
+
+ Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
+
+ node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
+
+ Operand source = sources[coordsIndex + index];
+
+ Operand coordPlusOffset = Local();
+
+ node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
+
+ sources[coordsIndex + index] = coordPlusOffset;
+ }
+
+ int componentIndex;
+
+ if (isGather && !isShadow)
+ {
+ Operand gatherComponent = sources[dstIndex - 1];
+
+ Debug.Assert(gatherComponent.Type == OperandType.Constant);
+
+ componentIndex = gatherComponent.Value;
+ }
+ else
+ {
+ componentIndex = texOp.Index;
+ }
+
+ TextureOperation newTexOp = new TextureOperation(
+ Instruction.TextureSample,
+ texOp.Type,
+ texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
+ texOp.Handle,
+ componentIndex,
+ texOp.Dest,
+ sources);
+
+ for (int index = 0; index < texOp.SourcesCount; index++)
+ {
+ texOp.SetSource(index, null);
+ }
+
+ LinkedListNode<INode> oldNode = node;
+
+ node = node.List.AddBefore(node, newTexOp);
+
+ node.List.Remove(oldNode);
+
+ return node;
+ }
}
} \ No newline at end of file