Merge pull request #3592 from ReinUsesLisp/ipa
shader_decompiler: Remove FragCoord.w hack and change IPA implementation
This commit is contained in:
commit
69277de29d
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@ -4,6 +4,9 @@
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#pragma once
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#include <array>
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#include <optional>
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#include "common/bit_field.h"
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#include "common/common_funcs.h"
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#include "common/common_types.h"
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@ -16,7 +19,7 @@ enum class OutputTopology : u32 {
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TriangleStrip = 7,
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};
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enum class AttributeUse : u8 {
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enum class PixelImap : u8 {
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Unused = 0,
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Constant = 1,
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Perspective = 2,
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@ -24,7 +27,7 @@ enum class AttributeUse : u8 {
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};
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// Documentation in:
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// http://download.nvidia.com/open-gpu-doc/Shader-Program-Header/1/Shader-Program-Header.html#ImapTexture
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// http://download.nvidia.com/open-gpu-doc/Shader-Program-Header/1/Shader-Program-Header.html
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struct Header {
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union {
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BitField<0, 5, u32> sph_type;
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@ -59,8 +62,8 @@ struct Header {
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union {
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BitField<0, 12, u32> max_output_vertices;
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BitField<12, 8, u32> store_req_start; // NOTE: not used by geometry shaders.
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BitField<24, 4, u32> reserved;
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BitField<12, 8, u32> store_req_end; // NOTE: not used by geometry shaders.
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BitField<20, 4, u32> reserved;
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BitField<24, 8, u32> store_req_end; // NOTE: not used by geometry shaders.
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} common4{};
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union {
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@ -93,17 +96,20 @@ struct Header {
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struct {
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INSERT_UNION_PADDING_BYTES(3); // ImapSystemValuesA
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INSERT_UNION_PADDING_BYTES(1); // ImapSystemValuesB
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union {
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BitField<0, 2, AttributeUse> x;
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BitField<2, 2, AttributeUse> y;
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BitField<4, 2, AttributeUse> w;
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BitField<6, 2, AttributeUse> z;
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BitField<0, 2, PixelImap> x;
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BitField<2, 2, PixelImap> y;
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BitField<4, 2, PixelImap> z;
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BitField<6, 2, PixelImap> w;
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u8 raw;
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} imap_generic_vector[32];
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INSERT_UNION_PADDING_BYTES(2); // ImapColor
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INSERT_UNION_PADDING_BYTES(2); // ImapSystemValuesC
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INSERT_UNION_PADDING_BYTES(10); // ImapFixedFncTexture[10]
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INSERT_UNION_PADDING_BYTES(2); // ImapReserved
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struct {
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u32 target;
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union {
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@ -112,31 +118,30 @@ struct Header {
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BitField<2, 30, u32> reserved;
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};
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} omap;
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bool IsColorComponentOutputEnabled(u32 render_target, u32 component) const {
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const u32 bit = render_target * 4 + component;
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return omap.target & (1 << bit);
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}
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AttributeUse GetAttributeIndexUse(u32 attribute, u32 index) const {
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return static_cast<AttributeUse>(
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(imap_generic_vector[attribute].raw >> (index * 2)) & 0x03);
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}
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AttributeUse GetAttributeUse(u32 attribute) const {
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AttributeUse result = AttributeUse::Unused;
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for (u32 i = 0; i < 4; i++) {
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const auto index = GetAttributeIndexUse(attribute, i);
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if (index == AttributeUse::Unused) {
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PixelImap GetPixelImap(u32 attribute) const {
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const auto get_index = [this, attribute](u32 index) {
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return static_cast<PixelImap>(
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(imap_generic_vector[attribute].raw >> (index * 2)) & 3);
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};
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std::optional<PixelImap> result;
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for (u32 component = 0; component < 4; ++component) {
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const PixelImap index = get_index(component);
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if (index == PixelImap::Unused) {
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continue;
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}
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if (result == AttributeUse::Unused || result == index) {
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result = index;
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continue;
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}
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LOG_CRITICAL(HW_GPU, "Generic Attribute Conflict in Interpolation Mode");
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if (index == AttributeUse::Perspective) {
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result = index;
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if (result && result != index) {
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LOG_CRITICAL(HW_GPU, "Generic attribute conflict in interpolation mode");
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}
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result = index;
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}
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return result;
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return result.value_or(PixelImap::Unused);
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}
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} ps;
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@ -31,11 +31,11 @@ namespace {
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using Tegra::Engines::ShaderType;
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using Tegra::Shader::Attribute;
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using Tegra::Shader::AttributeUse;
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using Tegra::Shader::Header;
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using Tegra::Shader::IpaInterpMode;
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using Tegra::Shader::IpaMode;
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using Tegra::Shader::IpaSampleMode;
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using Tegra::Shader::PixelImap;
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using Tegra::Shader::Register;
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using VideoCommon::Shader::BuildTransformFeedback;
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using VideoCommon::Shader::Registry;
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@ -702,20 +702,19 @@ private:
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code.AddNewLine();
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}
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std::string GetInputFlags(AttributeUse attribute) {
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const char* GetInputFlags(PixelImap attribute) {
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switch (attribute) {
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case AttributeUse::Perspective:
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// Default, Smooth
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return {};
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case AttributeUse::Constant:
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return "flat ";
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case AttributeUse::ScreenLinear:
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return "noperspective ";
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default:
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case AttributeUse::Unused:
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UNIMPLEMENTED_MSG("Unknown attribute usage index={}", static_cast<u32>(attribute));
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return {};
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case PixelImap::Perspective:
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return "smooth";
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case PixelImap::Constant:
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return "flat";
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case PixelImap::ScreenLinear:
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return "noperspective";
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case PixelImap::Unused:
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break;
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}
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UNIMPLEMENTED_MSG("Unknown attribute usage index={}", static_cast<int>(attribute));
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return {};
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}
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void DeclareInputAttributes() {
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@ -749,8 +748,8 @@ private:
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std::string suffix;
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if (stage == ShaderType::Fragment) {
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const auto input_mode{header.ps.GetAttributeUse(location)};
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if (skip_unused && input_mode == AttributeUse::Unused) {
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const auto input_mode{header.ps.GetPixelImap(location)};
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if (input_mode == PixelImap::Unused) {
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return;
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}
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suffix = GetInputFlags(input_mode);
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@ -927,7 +926,7 @@ private:
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const u32 address{generic_base + index * generic_stride + element * element_stride};
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const bool declared = stage != ShaderType::Fragment ||
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header.ps.GetAttributeUse(index) != AttributeUse::Unused;
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header.ps.GetPixelImap(index) != PixelImap::Unused;
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const std::string value =
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declared ? ReadAttribute(attribute, element).AsFloat() : "0.0f";
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code.AddLine("case 0x{:X}U: return {};", address, value);
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@ -1142,8 +1141,7 @@ private:
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GetSwizzle(element)),
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Type::Float};
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case ShaderType::Fragment:
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return {element == 3 ? "1.0f" : ("gl_FragCoord"s + GetSwizzle(element)),
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Type::Float};
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return {"gl_FragCoord"s + GetSwizzle(element), Type::Float};
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default:
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UNREACHABLE();
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}
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@ -35,7 +35,7 @@ namespace {
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using Sirit::Id;
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using Tegra::Engines::ShaderType;
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using Tegra::Shader::Attribute;
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using Tegra::Shader::AttributeUse;
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using Tegra::Shader::PixelImap;
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using Tegra::Shader::Register;
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using namespace VideoCommon::Shader;
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@ -752,16 +752,16 @@ private:
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if (stage != ShaderType::Fragment) {
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continue;
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}
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switch (header.ps.GetAttributeUse(location)) {
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case AttributeUse::Constant:
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switch (header.ps.GetPixelImap(location)) {
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case PixelImap::Constant:
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Decorate(id, spv::Decoration::Flat);
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break;
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case AttributeUse::ScreenLinear:
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Decorate(id, spv::Decoration::NoPerspective);
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break;
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case AttributeUse::Perspective:
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case PixelImap::Perspective:
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// Default
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break;
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case PixelImap::ScreenLinear:
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Decorate(id, spv::Decoration::NoPerspective);
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break;
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default:
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UNREACHABLE_MSG("Unused attribute being fetched");
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}
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@ -1145,9 +1145,6 @@ private:
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switch (attribute) {
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case Attribute::Index::Position: {
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if (stage == ShaderType::Fragment) {
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if (element == 3) {
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return {Constant(t_float, 1.0f), Type::Float};
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}
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return {OpLoad(t_float, AccessElement(t_in_float, frag_coord, element)),
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Type::Float};
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}
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@ -11,12 +11,17 @@
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namespace VideoCommon::Shader {
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using std::move;
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using Tegra::Shader::ConditionCode;
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using Tegra::Shader::Instruction;
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using Tegra::Shader::IpaInterpMode;
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using Tegra::Shader::OpCode;
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using Tegra::Shader::PixelImap;
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using Tegra::Shader::Register;
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using Tegra::Shader::SystemVariable;
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using Index = Tegra::Shader::Attribute::Index;
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u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
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const Instruction instr = {program_code[pc]};
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const auto opcode = OpCode::Decode(instr);
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@ -213,27 +218,28 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
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}
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case OpCode::Id::IPA: {
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const bool is_physical = instr.ipa.idx && instr.gpr8.Value() != 0xff;
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const auto attribute = instr.attribute.fmt28;
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const Tegra::Shader::IpaMode input_mode{instr.ipa.interp_mode.Value(),
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instr.ipa.sample_mode.Value()};
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const Index index = attribute.index;
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Node value = is_physical ? GetPhysicalInputAttribute(instr.gpr8)
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: GetInputAttribute(attribute.index, attribute.element);
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const Tegra::Shader::Attribute::Index index = attribute.index.Value();
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const bool is_generic = index >= Tegra::Shader::Attribute::Index::Attribute_0 &&
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index <= Tegra::Shader::Attribute::Index::Attribute_31;
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if (is_generic || is_physical) {
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// TODO(Blinkhawk): There are cases where a perspective attribute use PASS.
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// In theory by setting them as perspective, OpenGL does the perspective correction.
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// A way must figured to reverse the last step of it.
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if (input_mode.interpolation_mode == Tegra::Shader::IpaInterpMode::Multiply) {
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value = Operation(OperationCode::FMul, PRECISE, value, GetRegister(instr.gpr20));
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: GetInputAttribute(index, attribute.element);
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// Code taken from Ryujinx.
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if (index >= Index::Attribute_0 && index <= Index::Attribute_31) {
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const u32 location = static_cast<u32>(index) - static_cast<u32>(Index::Attribute_0);
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if (header.ps.GetPixelImap(location) == PixelImap::Perspective) {
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Node position_w = GetInputAttribute(Index::Position, 3);
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value = Operation(OperationCode::FMul, move(value), move(position_w));
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}
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}
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value = GetSaturatedFloat(value, instr.ipa.saturate);
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SetRegister(bb, instr.gpr0, value);
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if (instr.ipa.interp_mode == IpaInterpMode::Multiply) {
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value = Operation(OperationCode::FMul, move(value), GetRegister(instr.gpr20));
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}
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value = GetSaturatedFloat(move(value), instr.ipa.saturate);
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SetRegister(bb, instr.gpr0, move(value));
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break;
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}
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case OpCode::Id::OUT_R: {
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