Generate scaling helper functions on IR (#4714)
* Generate scaling helper functions on IR * Delete unused code * Split RewriteTextureSample and move gather bias add to an earlier pass * Remove using * Shader cache version bump
This commit is contained in:
parent
2c9715acf6
commit
8f0c89ffd6
25 changed files with 560 additions and 584 deletions
|
@ -11,7 +11,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
{
|
||||
static class Rewriter
|
||||
{
|
||||
public static void RunPass(BasicBlock[] blocks, ShaderConfig config)
|
||||
public static void RunPass(HelperFunctionManager hfm, BasicBlock[] blocks, ShaderConfig config)
|
||||
{
|
||||
bool isVertexShader = config.Stage == ShaderStage.Vertex;
|
||||
bool hasConstantBufferDrawParameters = config.GpuAccessor.QueryHasConstantBufferDrawParameters();
|
||||
|
@ -54,9 +54,14 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
if (operation is TextureOperation texOp)
|
||||
{
|
||||
node = InsertTexelFetchScale(hfm, node, config);
|
||||
node = InsertTextureSizeUnscale(hfm, node, config);
|
||||
|
||||
if (texOp.Inst == Instruction.TextureSample)
|
||||
{
|
||||
node = RewriteTextureSample(node, config);
|
||||
node = InsertCoordNormalization(node, config);
|
||||
node = InsertCoordGatherBias(node, config);
|
||||
node = InsertConstOffsets(node, config);
|
||||
|
||||
if (texOp.Type == SamplerType.TextureBuffer && !supportsSnormBufferTextureFormat)
|
||||
{
|
||||
|
@ -344,10 +349,279 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
return node;
|
||||
}
|
||||
|
||||
private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node, ShaderConfig config)
|
||||
private static LinkedListNode<INode> InsertTexelFetchScale(HelperFunctionManager hfm, LinkedListNode<INode> node, ShaderConfig config)
|
||||
{
|
||||
TextureOperation texOp = (TextureOperation)node.Value;
|
||||
|
||||
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
||||
bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
|
||||
|
||||
bool isArray = (texOp.Type & SamplerType.Array) != 0;
|
||||
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
|
||||
|
||||
int coordsCount = texOp.Type.GetDimensions();
|
||||
|
||||
int coordsIndex = isBindless || isIndexed ? 1 : 0;
|
||||
|
||||
bool isImage = IsImageInstructionWithScale(texOp.Inst);
|
||||
|
||||
if ((texOp.Inst == Instruction.TextureSample || isImage) &&
|
||||
intCoords &&
|
||||
!isBindless &&
|
||||
!isIndexed &&
|
||||
config.Stage.SupportsRenderScale() &&
|
||||
TypeSupportsScale(texOp.Type))
|
||||
{
|
||||
int functionId = hfm.GetOrCreateFunctionId(HelperFunctionName.TexelFetchScale);
|
||||
int samplerIndex = isImage
|
||||
? config.GetTextureDescriptors().Length + config.FindImageDescriptorIndex(texOp)
|
||||
: config.FindTextureDescriptorIndex(texOp);
|
||||
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
Operand scaledCoord = Local();
|
||||
Operand[] callArgs;
|
||||
|
||||
if (config.Stage == ShaderStage.Fragment)
|
||||
{
|
||||
callArgs = new Operand[] { Const(functionId), texOp.GetSource(coordsIndex + index), Const(samplerIndex), Const(index) };
|
||||
}
|
||||
else
|
||||
{
|
||||
callArgs = new Operand[] { Const(functionId), texOp.GetSource(coordsIndex + index), Const(samplerIndex) };
|
||||
}
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.Call, 0, scaledCoord, callArgs));
|
||||
|
||||
texOp.SetSource(coordsIndex + index, scaledCoord);
|
||||
}
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static LinkedListNode<INode> InsertTextureSizeUnscale(HelperFunctionManager hfm, LinkedListNode<INode> node, ShaderConfig config)
|
||||
{
|
||||
TextureOperation texOp = (TextureOperation)node.Value;
|
||||
|
||||
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
||||
bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
|
||||
|
||||
bool isArray = (texOp.Type & SamplerType.Array) != 0;
|
||||
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
|
||||
|
||||
if (texOp.Inst == Instruction.TextureSize &&
|
||||
texOp.Index < 2 &&
|
||||
!isBindless &&
|
||||
!isIndexed &&
|
||||
config.Stage.SupportsRenderScale() &&
|
||||
TypeSupportsScale(texOp.Type))
|
||||
{
|
||||
int functionId = hfm.GetOrCreateFunctionId(HelperFunctionName.TextureSizeUnscale);
|
||||
int samplerIndex = config.FindTextureDescriptorIndex(texOp, ignoreType: true);
|
||||
|
||||
for (int index = texOp.DestsCount - 1; index >= 0; index--)
|
||||
{
|
||||
Operand dest = texOp.GetDest(index);
|
||||
|
||||
Operand unscaledSize = Local();
|
||||
|
||||
// Replace all uses with the unscaled size value.
|
||||
// This must be done before the call is added, since it also is a use of the original size.
|
||||
foreach (INode useOp in dest.UseOps)
|
||||
{
|
||||
for (int srcIndex = 0; srcIndex < useOp.SourcesCount; srcIndex++)
|
||||
{
|
||||
if (useOp.GetSource(srcIndex) == dest)
|
||||
{
|
||||
useOp.SetSource(srcIndex, unscaledSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Operand[] callArgs = new Operand[] { Const(functionId), dest, Const(samplerIndex) };
|
||||
|
||||
node.List.AddAfter(node, new Operation(Instruction.Call, 0, unscaledSize, callArgs));
|
||||
}
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static bool IsImageInstructionWithScale(Instruction inst)
|
||||
{
|
||||
// Currently, we don't support scaling images that are modified,
|
||||
// so we only need to care about the load instruction.
|
||||
return inst == Instruction.ImageLoad;
|
||||
}
|
||||
|
||||
private static bool TypeSupportsScale(SamplerType type)
|
||||
{
|
||||
return (type & SamplerType.Mask) == SamplerType.Texture2D;
|
||||
}
|
||||
|
||||
private static LinkedListNode<INode> InsertCoordNormalization(LinkedListNode<INode> node, ShaderConfig config)
|
||||
{
|
||||
// Emulate non-normalized coordinates by normalizing the coordinates on the shader.
|
||||
// Without normalization, the coordinates are expected to the in the [0, W or H] range,
|
||||
// and otherwise, it is expected to be in the [0, 1] range.
|
||||
// We normalize by dividing the coords by the texture size.
|
||||
|
||||
TextureOperation texOp = (TextureOperation)node.Value;
|
||||
|
||||
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
||||
bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
|
||||
|
||||
bool isCoordNormalized = isBindless || config.GpuAccessor.QueryTextureCoordNormalized(texOp.Handle, texOp.CbufSlot);
|
||||
|
||||
if (isCoordNormalized || intCoords)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
bool isArray = (texOp.Type & SamplerType.Array) != 0;
|
||||
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
|
||||
|
||||
int coordsCount = texOp.Type.GetDimensions();
|
||||
int coordsIndex = isBindless || isIndexed ? 1 : 0;
|
||||
|
||||
config.SetUsedFeature(FeatureFlags.IntegerSampling);
|
||||
|
||||
int normCoordsCount = (texOp.Type & SamplerType.Mask) == SamplerType.TextureCube ? 2 : coordsCount;
|
||||
|
||||
for (int index = 0; index < normCoordsCount; index++)
|
||||
{
|
||||
Operand coordSize = Local();
|
||||
|
||||
Operand[] texSizeSources;
|
||||
|
||||
if (isBindless || isIndexed)
|
||||
{
|
||||
texSizeSources = new Operand[] { texOp.GetSource(0), Const(0) };
|
||||
}
|
||||
else
|
||||
{
|
||||
texSizeSources = new Operand[] { Const(0) };
|
||||
}
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.TextureSize,
|
||||
texOp.Type,
|
||||
texOp.Format,
|
||||
texOp.Flags,
|
||||
texOp.CbufSlot,
|
||||
texOp.Handle,
|
||||
index,
|
||||
new[] { coordSize },
|
||||
texSizeSources));
|
||||
|
||||
config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
|
||||
|
||||
Operand source = texOp.GetSource(coordsIndex + index);
|
||||
|
||||
Operand coordNormalized = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, coordNormalized, source, GenerateI2f(node, coordSize)));
|
||||
|
||||
texOp.SetSource(coordsIndex + index, coordNormalized);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static LinkedListNode<INode> InsertCoordGatherBias(LinkedListNode<INode> node, ShaderConfig config)
|
||||
{
|
||||
// The gather behavior when the coordinate sits right in the middle of two texels is not well defined.
|
||||
// To ensure the correct texel is sampled, we add a small bias value to the coordinate.
|
||||
// This value is calculated as the minimum value required to change the texel it will sample from,
|
||||
// and is 0 if the host does not require the bias.
|
||||
|
||||
TextureOperation texOp = (TextureOperation)node.Value;
|
||||
|
||||
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
||||
bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
|
||||
|
||||
int gatherBiasPrecision = config.GpuAccessor.QueryHostGatherBiasPrecision();
|
||||
|
||||
if (!isGather || gatherBiasPrecision == 0)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
|
||||
|
||||
bool isArray = (texOp.Type & SamplerType.Array) != 0;
|
||||
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
|
||||
|
||||
int coordsCount = texOp.Type.GetDimensions();
|
||||
int coordsIndex = isBindless || isIndexed ? 1 : 0;
|
||||
|
||||
config.SetUsedFeature(FeatureFlags.IntegerSampling);
|
||||
|
||||
int normCoordsCount = (texOp.Type & SamplerType.Mask) == SamplerType.TextureCube ? 2 : coordsCount;
|
||||
|
||||
for (int index = 0; index < normCoordsCount; index++)
|
||||
{
|
||||
Operand coordSize = Local();
|
||||
Operand scaledSize = Local();
|
||||
Operand bias = Local();
|
||||
|
||||
Operand[] texSizeSources;
|
||||
|
||||
if (isBindless || isIndexed)
|
||||
{
|
||||
texSizeSources = new Operand[] { texOp.GetSource(0), Const(0) };
|
||||
}
|
||||
else
|
||||
{
|
||||
texSizeSources = new Operand[] { Const(0) };
|
||||
}
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.TextureSize,
|
||||
texOp.Type,
|
||||
texOp.Format,
|
||||
texOp.Flags,
|
||||
texOp.CbufSlot,
|
||||
texOp.Handle,
|
||||
index,
|
||||
new[] { coordSize },
|
||||
texSizeSources));
|
||||
|
||||
config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
|
||||
|
||||
node.List.AddBefore(node, new Operation(
|
||||
Instruction.FP32 | Instruction.Multiply,
|
||||
scaledSize,
|
||||
GenerateI2f(node, coordSize),
|
||||
ConstF((float)(1 << (gatherBiasPrecision + 1)))));
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, bias, ConstF(1f), scaledSize));
|
||||
|
||||
Operand source = texOp.GetSource(coordsIndex + index);
|
||||
|
||||
Operand coordBiased = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordBiased, source, bias));
|
||||
|
||||
texOp.SetSource(coordsIndex + index, coordBiased);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static LinkedListNode<INode> InsertConstOffsets(LinkedListNode<INode> node, ShaderConfig config)
|
||||
{
|
||||
// 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 split the operation into up to 4 operations, one for each component
|
||||
// that is accessed, where each textureGather operation has a different offset for each pixel.
|
||||
|
||||
TextureOperation texOp = (TextureOperation)node.Value;
|
||||
|
||||
bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
|
||||
bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
|
||||
|
||||
|
@ -355,9 +629,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
||||
|
||||
bool isCoordNormalized = isBindless || config.GpuAccessor.QueryTextureCoordNormalized(texOp.Handle, texOp.CbufSlot);
|
||||
|
||||
if (!hasInvalidOffset && isCoordNormalized)
|
||||
if (!hasInvalidOffset)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
@ -454,7 +726,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
hasInvalidOffset &= !areAllOffsetsConstant;
|
||||
|
||||
if (!hasInvalidOffset && isCoordNormalized)
|
||||
if (!hasInvalidOffset)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
@ -473,63 +745,6 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
int componentIndex = texOp.Index;
|
||||
|
||||
Operand Float(Operand value)
|
||||
{
|
||||
Operand res = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP32, res, value));
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
// Emulate non-normalized coordinates by normalizing the coordinates on the shader.
|
||||
// Without normalization, the coordinates are expected to the in the [0, W or H] range,
|
||||
// and otherwise, it is expected to be in the [0, 1] range.
|
||||
// We normalize by dividing the coords by the texture size.
|
||||
if (!isCoordNormalized && !intCoords)
|
||||
{
|
||||
config.SetUsedFeature(FeatureFlags.IntegerSampling);
|
||||
|
||||
int normCoordsCount = (texOp.Type & SamplerType.Mask) == SamplerType.TextureCube ? 2 : coordsCount;
|
||||
|
||||
for (int index = 0; index < normCoordsCount; index++)
|
||||
{
|
||||
Operand coordSize = Local();
|
||||
|
||||
Operand[] texSizeSources;
|
||||
|
||||
if (isBindless || isIndexed)
|
||||
{
|
||||
texSizeSources = new Operand[] { sources[0], Const(0) };
|
||||
}
|
||||
else
|
||||
{
|
||||
texSizeSources = new Operand[] { Const(0) };
|
||||
}
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.TextureSize,
|
||||
texOp.Type,
|
||||
texOp.Format,
|
||||
texOp.Flags,
|
||||
texOp.CbufSlot,
|
||||
texOp.Handle,
|
||||
index,
|
||||
new[] { coordSize },
|
||||
texSizeSources));
|
||||
|
||||
config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
|
||||
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
Operand coordNormalized = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, coordNormalized, source, Float(coordSize)));
|
||||
|
||||
sources[coordsIndex + index] = coordNormalized;
|
||||
}
|
||||
}
|
||||
|
||||
Operand[] dests = new Operand[texOp.DestsCount];
|
||||
|
||||
for (int i = 0; i < texOp.DestsCount; i++)
|
||||
|
@ -541,15 +756,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
LinkedListNode<INode> oldNode = 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 split the operation into up to 4 operations, one for each component
|
||||
// that is accessed, where each textureGather operation has a different offset for each pixel.
|
||||
if (hasInvalidOffset && isGather && !isShadow)
|
||||
if (isGather && !isShadow)
|
||||
{
|
||||
config.SetUsedFeature(FeatureFlags.IntegerSampling);
|
||||
|
||||
|
@ -557,7 +764,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
sources.CopyTo(newSources, 0);
|
||||
|
||||
Operand[] texSizes = InsertTextureSize(node, texOp, lodSources, bindlessHandle, coordsCount);
|
||||
Operand[] texSizes = InsertTextureLod(node, texOp, lodSources, bindlessHandle, coordsCount);
|
||||
|
||||
int destIndex = 0;
|
||||
|
||||
|
@ -576,7 +783,11 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
Operand intOffset = offsets[index + (hasOffsets ? compIndex * coordsCount : 0)];
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(texSizes[index])));
|
||||
node.List.AddBefore(node, new Operation(
|
||||
Instruction.FP32 | Instruction.Divide,
|
||||
offset,
|
||||
GenerateI2f(node, intOffset),
|
||||
GenerateI2f(node, texSizes[index])));
|
||||
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
|
@ -603,45 +814,46 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
}
|
||||
else
|
||||
{
|
||||
if (hasInvalidOffset)
|
||||
if (intCoords)
|
||||
{
|
||||
if (intCoords)
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
Operand source = sources[coordsIndex + index];
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
Operand coordPlusOffset = Local();
|
||||
Operand coordPlusOffset = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
|
||||
node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
|
||||
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
else
|
||||
}
|
||||
else
|
||||
{
|
||||
config.SetUsedFeature(FeatureFlags.IntegerSampling);
|
||||
|
||||
Operand[] texSizes = InsertTextureLod(node, texOp, lodSources, bindlessHandle, coordsCount);
|
||||
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
config.SetUsedFeature(FeatureFlags.IntegerSampling);
|
||||
config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
|
||||
|
||||
Operand[] texSizes = InsertTextureSize(node, texOp, lodSources, bindlessHandle, coordsCount);
|
||||
Operand offset = Local();
|
||||
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
|
||||
Operand intOffset = offsets[index];
|
||||
|
||||
Operand offset = Local();
|
||||
node.List.AddBefore(node, new Operation(
|
||||
Instruction.FP32 | Instruction.Divide,
|
||||
offset,
|
||||
GenerateI2f(node, intOffset),
|
||||
GenerateI2f(node, texSizes[index])));
|
||||
|
||||
Operand intOffset = offsets[index];
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(texSizes[index])));
|
||||
Operand coordPlusOffset = Local();
|
||||
|
||||
Operand source = sources[coordsIndex + index];
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
|
||||
|
||||
Operand coordPlusOffset = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
|
||||
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -669,22 +881,13 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
return node;
|
||||
}
|
||||
|
||||
private static Operand[] InsertTextureSize(
|
||||
private static Operand[] InsertTextureLod(
|
||||
LinkedListNode<INode> node,
|
||||
TextureOperation texOp,
|
||||
Operand[] lodSources,
|
||||
Operand bindlessHandle,
|
||||
int coordsCount)
|
||||
{
|
||||
Operand Int(Operand value)
|
||||
{
|
||||
Operand res = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertFP32ToS32, res, value));
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
Operand[] texSizes = new Operand[coordsCount];
|
||||
|
||||
Operand lod = Local();
|
||||
|
@ -708,11 +911,11 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
if (bindlessHandle != null)
|
||||
{
|
||||
texSizeSources = new Operand[] { bindlessHandle, Int(lod) };
|
||||
texSizeSources = new Operand[] { bindlessHandle, GenerateF2i(node, lod) };
|
||||
}
|
||||
else
|
||||
{
|
||||
texSizeSources = new Operand[] { Int(lod) };
|
||||
texSizeSources = new Operand[] { GenerateF2i(node, lod) };
|
||||
}
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
|
@ -796,6 +999,24 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
return node;
|
||||
}
|
||||
|
||||
private static Operand GenerateI2f(LinkedListNode<INode> node, Operand value)
|
||||
{
|
||||
Operand res = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP32, res, value));
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
private static Operand GenerateF2i(LinkedListNode<INode> node, Operand value)
|
||||
{
|
||||
Operand res = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertFP32ToS32, res, value));
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
private static bool ReplaceConstantBufferWithDrawParameters(LinkedListNode<INode> node, Operation operation)
|
||||
{
|
||||
Operand GenerateLoad(IoVariable ioVariable)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue