Implement textureSamples texture query shader instruction (#5750)
* Implement textureSamples texture query shader instruction * Shader cache version bump
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8b2625b0be
commit
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12 changed files with 186 additions and 58 deletions
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@ -897,7 +897,21 @@ namespace Ryujinx.Graphics.Shader.Translation
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context.Add(new TextureOperation(Instruction.TextureSample, type, TextureFormat.Unknown, flags, binding, compMask, dests, sources));
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}
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public static Operand TextureSize(
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public static Operand TextureQuerySamples(
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this EmitterContext context,
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SamplerType type,
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TextureFlags flags,
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int binding,
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Operand[] sources)
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{
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Operand dest = Local();
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context.Add(new TextureOperation(Instruction.TextureQuerySamples, type, TextureFormat.Unknown, flags, binding, 0, new[] { dest }, sources));
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return dest;
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}
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public static Operand TextureQuerySize(
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this EmitterContext context,
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SamplerType type,
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TextureFlags flags,
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@ -907,7 +921,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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Operand dest = Local();
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context.Add(new TextureOperation(Instruction.TextureSize, type, TextureFormat.Unknown, flags, binding, compIndex, new[] { dest }, sources));
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context.Add(new TextureOperation(Instruction.TextureQuerySize, type, TextureFormat.Unknown, flags, binding, compIndex, new[] { dest }, sources));
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return dest;
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}
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@ -27,9 +27,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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continue;
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}
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if (texOp.Inst == Instruction.Lod ||
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texOp.Inst == Instruction.TextureSample ||
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texOp.Inst == Instruction.TextureSize)
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if (texOp.Inst == Instruction.TextureSample || texOp.Inst.IsTextureQuery())
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{
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Operand bindlessHandle = Utils.FindLastOperation(texOp.GetSource(0), block);
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@ -40,7 +38,8 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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// as long bindless elimination is successful and we know where the texture descriptor is located.
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bool rewriteSamplerType =
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texOp.Type == SamplerType.TextureBuffer ||
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texOp.Inst == Instruction.TextureSize;
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texOp.Inst == Instruction.TextureQuerySamples ||
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texOp.Inst == Instruction.TextureQuerySize;
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if (bindlessHandle.Type == OperandType.ConstantBuffer)
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{
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@ -232,8 +232,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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inst &= Instruction.Mask;
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bool isImage = inst == Instruction.ImageLoad || inst == Instruction.ImageStore || inst == Instruction.ImageAtomic;
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bool isWrite = inst == Instruction.ImageStore || inst == Instruction.ImageAtomic;
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bool accurateType = inst != Instruction.Lod && inst != Instruction.TextureSize;
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bool intCoords = isImage || flags.HasFlag(TextureFlags.IntCoords) || inst == Instruction.TextureSize;
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bool accurateType = !inst.IsTextureQuery();
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bool intCoords = isImage || flags.HasFlag(TextureFlags.IntCoords) || inst == Instruction.TextureQuerySize;
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bool coherent = flags.HasFlag(TextureFlags.Coherent);
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if (!isImage)
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@ -23,7 +23,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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{
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node = InsertCoordNormalization(context.Hfm, node, context.ResourceManager, context.GpuAccessor, context.Stage);
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node = InsertCoordGatherBias(node, context.ResourceManager, context.GpuAccessor);
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node = InsertConstOffsets(node, context.ResourceManager, context.GpuAccessor);
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node = InsertConstOffsets(node, context.GpuAccessor, context.Stage);
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if (texOp.Type == SamplerType.TextureBuffer && !context.GpuAccessor.QueryHostSupportsSnormBufferTextureFormat())
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{
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@ -99,7 +99,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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if (texOp.Inst == Instruction.TextureSize &&
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if (texOp.Inst == Instruction.TextureQuerySize &&
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texOp.Index < 2 &&
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!isBindless &&
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!isIndexed &&
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@ -190,7 +190,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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}
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LinkedListNode<INode> textureSizeNode = node.List.AddBefore(node, new TextureOperation(
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Instruction.TextureSize,
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Instruction.TextureQuerySize,
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texOp.Type,
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texOp.Format,
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texOp.Flags,
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@ -259,7 +259,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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}
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node.List.AddBefore(node, new TextureOperation(
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Instruction.TextureSize,
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Instruction.TextureQuerySize,
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texOp.Type,
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texOp.Format,
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texOp.Flags,
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@ -287,7 +287,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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return node;
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}
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private static LinkedListNode<INode> InsertConstOffsets(LinkedListNode<INode> node, ResourceManager resourceManager, IGpuAccessor gpuAccessor)
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private static LinkedListNode<INode> InsertConstOffsets(LinkedListNode<INode> node, IGpuAccessor gpuAccessor, ShaderStage stage)
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{
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// Non-constant texture offsets are not allowed (according to the spec),
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// however some GPUs does support that.
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@ -440,7 +440,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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sources.CopyTo(newSources, 0);
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Operand[] texSizes = InsertTextureLod(node, texOp, lodSources, bindlessHandle, coordsCount);
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Operand[] texSizes = InsertTextureLod(node, texOp, lodSources, bindlessHandle, coordsCount, stage);
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int destIndex = 0;
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@ -502,7 +502,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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}
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else
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{
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Operand[] texSizes = InsertTextureLod(node, texOp, lodSources, bindlessHandle, coordsCount);
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Operand[] texSizes = InsertTextureLod(node, texOp, lodSources, bindlessHandle, coordsCount, stage);
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for (int index = 0; index < coordsCount; index++)
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{
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@ -554,21 +554,31 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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TextureOperation texOp,
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Operand[] lodSources,
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Operand bindlessHandle,
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int coordsCount)
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int coordsCount,
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ShaderStage stage)
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{
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Operand[] texSizes = new Operand[coordsCount];
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Operand lod = Local();
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Operand lod;
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node.List.AddBefore(node, new TextureOperation(
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Instruction.Lod,
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texOp.Type,
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texOp.Format,
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texOp.Flags,
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texOp.Binding,
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0,
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new[] { lod },
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lodSources));
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if (stage == ShaderStage.Fragment)
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{
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lod = Local();
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node.List.AddBefore(node, new TextureOperation(
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Instruction.Lod,
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texOp.Type,
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texOp.Format,
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texOp.Flags,
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texOp.Binding,
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0,
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new[] { lod },
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lodSources));
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}
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else
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{
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lod = Const(0);
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}
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for (int index = 0; index < coordsCount; index++)
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{
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@ -586,7 +596,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
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}
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node.List.AddBefore(node, new TextureOperation(
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Instruction.TextureSize,
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Instruction.TextureQuerySize,
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texOp.Type,
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texOp.Format,
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texOp.Flags,
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