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-rw-r--r--Ryujinx.Graphics.Shader/StructuredIr/InstructionInfo.cs3
-rw-r--r--Ryujinx.Graphics.Shader/Translation/Lowering.cs118
2 files changed, 73 insertions, 48 deletions
diff --git a/Ryujinx.Graphics.Shader/StructuredIr/InstructionInfo.cs b/Ryujinx.Graphics.Shader/StructuredIr/InstructionInfo.cs
index c276959a..0482c35e 100644
--- a/Ryujinx.Graphics.Shader/StructuredIr/InstructionInfo.cs
+++ b/Ryujinx.Graphics.Shader/StructuredIr/InstructionInfo.cs
@@ -140,8 +140,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
{
// TODO: Return correct type depending on source index,
// that can improve the decompiler output.
- if (
- inst == Instruction.ImageLoad ||
+ if (inst == Instruction.ImageLoad ||
inst == Instruction.ImageStore ||
inst == Instruction.Lod ||
inst == Instruction.TextureSample)
diff --git a/Ryujinx.Graphics.Shader/Translation/Lowering.cs b/Ryujinx.Graphics.Shader/Translation/Lowering.cs
index 1cd1df37..46884bc9 100644
--- a/Ryujinx.Graphics.Shader/Translation/Lowering.cs
+++ b/Ryujinx.Graphics.Shader/Translation/Lowering.cs
@@ -126,6 +126,15 @@ namespace Ryujinx.Graphics.Shader.Translation
private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node)
{
+ // Technically, non-constant texture offsets are not allowed (according to the spec),
+ // however some GPUs does support that.
+ // For GPUs where it is not supported, we can replace the instruction with the following:
+ // For texture*Offset, we replace it by texture*, and add the offset to the P coords.
+ // The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
+ // For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
+ // For textureGatherOffset, we take advantage of the fact that the operation is already broken down
+ // to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
+ // for each pixel.
TextureOperation texOp = (TextureOperation)node.Value;
bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
@@ -139,6 +148,7 @@ namespace Ryujinx.Graphics.Shader.Translation
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
+ bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
@@ -228,74 +238,90 @@ namespace Ryujinx.Graphics.Shader.Translation
sources[dstIndex++] = texOp.GetSource(srcIndex++);
}
- Operand Int(Operand value)
+ int coordsIndex = isBindless || isIndexed ? 1 : 0;
+
+ if (intCoords)
{
- Operand res = Local();
+ for (int index = 0; index < coordsCount; index++)
+ {
+ Operand source = sources[coordsIndex + index];
- node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
+ Operand coordPlusOffset = Local();
- return res;
- }
+ node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
- Operand Float(Operand value)
+ sources[coordsIndex + index] = coordPlusOffset;
+ }
+ }
+ else
{
- Operand res = Local();
+ Operand lod = Local();
- node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
-
- return res;
- }
+ node.List.AddBefore(node, new TextureOperation(
+ Instruction.Lod,
+ texOp.Type,
+ texOp.Flags,
+ texOp.Handle,
+ 1,
+ lod,
+ lodSources));
- Operand lod = Local();
+ Operand Int(Operand value)
+ {
+ Operand res = Local();
- node.List.AddBefore(node, new TextureOperation(
- Instruction.Lod,
- texOp.Type,
- texOp.Flags,
- texOp.Handle,
- 1,
- lod,
- lodSources));
+ node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
- int coordsIndex = isBindless || isIndexed ? 1 : 0;
+ return res;
+ }
- for (int index = 0; index < coordsCount; index++)
- {
- Operand coordSize = Local();
+ Operand Float(Operand value)
+ {
+ Operand res = Local();
- Operand[] texSizeSources;
+ node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
- if (isBindless || isIndexed)
- {
- texSizeSources = new Operand[] { sources[0], Int(lod) };
+ return res;
}
- else
+
+ for (int index = 0; index < coordsCount; index++)
{
- texSizeSources = new Operand[] { Int(lod) };
- }
+ Operand coordSize = Local();
- node.List.AddBefore(node, new TextureOperation(
- Instruction.TextureSize,
- texOp.Type,
- texOp.Flags,
- texOp.Handle,
- index,
- coordSize,
- texSizeSources));
+ Operand[] texSizeSources;
+
+ if (isBindless || isIndexed)
+ {
+ texSizeSources = new Operand[] { sources[0], Int(lod) };
+ }
+ else
+ {
+ texSizeSources = new Operand[] { Int(lod) };
+ }
- Operand offset = Local();
+ node.List.AddBefore(node, new TextureOperation(
+ Instruction.TextureSize,
+ texOp.Type,
+ texOp.Flags,
+ texOp.Handle,
+ index,
+ coordSize,
+ texSizeSources));
- Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
+ Operand offset = Local();
- node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
+ Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
- Operand source = sources[coordsIndex + index];
+ node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
- Operand coordPlusOffset = Local();
+ Operand source = sources[coordsIndex + index];
- node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
+ Operand coordPlusOffset = Local();
- sources[coordsIndex + index] = coordPlusOffset;
+ node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
+
+ sources[coordsIndex + index] = coordPlusOffset;
+ }
}
int componentIndex;