Implement TXQ_B
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@ -1343,6 +1343,7 @@ public:
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TEX,
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TEX_B, // Texture Load Bindless
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TXQ, // Texture Query
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TXQ_B, // Texture Query Bindless
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TEXS, // Texture Fetch with scalar/non-vec4 source/destinations
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TLDS, // Texture Load with scalar/non-vec4 source/destinations
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TLD4, // Texture Load 4
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@ -1612,6 +1613,7 @@ private:
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INST("110000----111---", Id::TEX, Type::Texture, "TEX"),
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INST("1101111010111---", Id::TEX_B, Type::Texture, "TEX_B"),
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INST("1101111101001---", Id::TXQ, Type::Texture, "TXQ"),
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INST("1101111101010---", Id::TXQ_B, Type::Texture, "TXQ_B"),
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INST("1101-00---------", Id::TEXS, Type::Texture, "TEXS"),
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INST("1101101---------", Id::TLDS, Type::Texture, "TLDS"),
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INST("110010----111---", Id::TLD4, Type::Texture, "TLD4"),
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@ -151,6 +151,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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WriteTexsInstructionFloat(bb, instr, values);
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break;
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}
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case OpCode::Id::TXQ_B:
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is_bindless = true;
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case OpCode::Id::TXQ: {
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if (instr.txq.UsesMiscMode(TextureMiscMode::NODEP)) {
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LOG_WARNING(HW_GPU, "TXQ.NODEP implementation is incomplete");
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@ -160,7 +162,10 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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// Sadly, not all texture instructions specify the type of texture their sampler
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// uses. This must be fixed at a later instance.
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const auto& sampler =
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GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false, false);
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!is_bindless
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? GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false, false)
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: GetBindlessSampler(instr.gpr8, Tegra::Shader::TextureType::Texture2D, false,
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false);
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u32 indexer = 0;
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switch (instr.txq.query_type) {
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@ -171,7 +176,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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}
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MetaTexture meta{sampler, {}, {}, {}, {}, {}, {}, element};
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const Node value =
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Operation(OperationCode::TextureQueryDimensions, meta, GetRegister(instr.gpr8));
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Operation(OperationCode::TextureQueryDimensions, meta,
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GetRegister(instr.gpr8.Value() + (is_bindless ? 1 : 0)));
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SetTemporal(bb, indexer++, value);
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}
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for (u32 i = 0; i < indexer; ++i) {
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