Adapt Bindless to work with AOFFI
This commit is contained in:
parent
492040bd9c
commit
ef8be408d3
@ -67,11 +67,12 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
|
|||||||
|
|
||||||
const TextureType texture_type{instr.tex_b.texture_type};
|
const TextureType texture_type{instr.tex_b.texture_type};
|
||||||
const bool is_array = instr.tex_b.array != 0;
|
const bool is_array = instr.tex_b.array != 0;
|
||||||
|
const bool is_aoffi = instr.tex.UsesMiscMode(TextureMiscMode::AOFFI);
|
||||||
const bool depth_compare = instr.tex_b.UsesMiscMode(TextureMiscMode::DC);
|
const bool depth_compare = instr.tex_b.UsesMiscMode(TextureMiscMode::DC);
|
||||||
const auto process_mode = instr.tex_b.GetTextureProcessMode();
|
const auto process_mode = instr.tex_b.GetTextureProcessMode();
|
||||||
WriteTexInstructionFloat(
|
WriteTexInstructionFloat(bb, instr,
|
||||||
bb, instr,
|
GetTexCode(instr, texture_type, process_mode, depth_compare,
|
||||||
GetTexCode(instr, texture_type, process_mode, depth_compare, is_array, {instr.gpr20}));
|
is_array, is_aoffi, {instr.gpr20}));
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case OpCode::Id::TEXS: {
|
case OpCode::Id::TEXS: {
|
||||||
@ -384,7 +385,9 @@ void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr,
|
|||||||
|
|
||||||
Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
|
Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
|
||||||
TextureProcessMode process_mode, std::vector<Node> coords,
|
TextureProcessMode process_mode, std::vector<Node> coords,
|
||||||
Node array, Node depth_compare, u32 bias_offset, std::vector<Node> aoffi, std::optional<Tegra::Shader::Register> bindless_reg) {
|
Node array, Node depth_compare, u32 bias_offset,
|
||||||
|
std::vector<Node> aoffi,
|
||||||
|
std::optional<Tegra::Shader::Register> bindless_reg) {
|
||||||
const bool is_array = array;
|
const bool is_array = array;
|
||||||
const bool is_shadow = depth_compare;
|
const bool is_shadow = depth_compare;
|
||||||
const bool is_bindless = bindless_reg.has_value();
|
const bool is_bindless = bindless_reg.has_value();
|
||||||
@ -451,7 +454,14 @@ Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
|
|||||||
const bool lod_bias_enabled{
|
const bool lod_bias_enabled{
|
||||||
(process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ)};
|
(process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ)};
|
||||||
|
|
||||||
|
const bool is_bindless = bindless_reg.has_value();
|
||||||
|
|
||||||
u64 parameter_register = instr.gpr20.Value();
|
u64 parameter_register = instr.gpr20.Value();
|
||||||
|
if (is_bindless) {
|
||||||
|
++parameter_register;
|
||||||
|
}
|
||||||
|
|
||||||
|
const u32 bias_lod_offset = (is_bindless ? 1 : 0);
|
||||||
if (lod_bias_enabled) {
|
if (lod_bias_enabled) {
|
||||||
++parameter_register;
|
++parameter_register;
|
||||||
}
|
}
|
||||||
@ -478,7 +488,6 @@ Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
|
|||||||
if (is_aoffi) {
|
if (is_aoffi) {
|
||||||
aoffi = GetAoffiCoordinates(GetRegister(parameter_register++), coord_count, false);
|
aoffi = GetAoffiCoordinates(GetRegister(parameter_register++), coord_count, false);
|
||||||
}
|
}
|
||||||
const u32 bindless_offset = (is_bindless ? 1 : 0);
|
|
||||||
|
|
||||||
Node dc{};
|
Node dc{};
|
||||||
if (depth_compare) {
|
if (depth_compare) {
|
||||||
@ -487,7 +496,8 @@ Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
|
|||||||
dc = GetRegister(parameter_register++);
|
dc = GetRegister(parameter_register++);
|
||||||
}
|
}
|
||||||
|
|
||||||
return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, 0, aoffi, bindless_reg);
|
return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_lod_offset,
|
||||||
|
aoffi, bindless_reg);
|
||||||
}
|
}
|
||||||
|
|
||||||
Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
|
Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
|
||||||
@ -523,7 +533,8 @@ Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
|
|||||||
dc = GetRegister(depth_register);
|
dc = GetRegister(depth_register);
|
||||||
}
|
}
|
||||||
|
|
||||||
return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_offset, {});
|
return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_offset, {},
|
||||||
|
{});
|
||||||
}
|
}
|
||||||
|
|
||||||
Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool depth_compare,
|
Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool depth_compare,
|
||||||
|
Loading…
Reference in New Issue
Block a user