shader_ir: Remove F4 prefix to texture operations
This was originally included because texture operations returned a vec4. These operations now return a single float and the F4 prefix doesn't mean anything.
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d62b0a9e29
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889c646ac0
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@ -1140,7 +1140,7 @@ private:
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Type::HalfFloat);
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Type::HalfFloat);
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}
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}
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std::string F4Texture(Operation operation) {
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std::string Texture(Operation operation) {
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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ASSERT(meta);
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@ -1151,7 +1151,7 @@ private:
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return expr + GetSwizzle(meta->element);
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return expr + GetSwizzle(meta->element);
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}
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}
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std::string F4TextureLod(Operation operation) {
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std::string TextureLod(Operation operation) {
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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ASSERT(meta);
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@ -1162,7 +1162,7 @@ private:
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return expr + GetSwizzle(meta->element);
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return expr + GetSwizzle(meta->element);
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}
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}
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std::string F4TextureGather(Operation operation) {
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std::string TextureGather(Operation operation) {
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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ASSERT(meta);
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@ -1170,7 +1170,7 @@ private:
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GetSwizzle(meta->element);
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GetSwizzle(meta->element);
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}
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}
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std::string F4TextureQueryDimensions(Operation operation) {
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std::string TextureQueryDimensions(Operation operation) {
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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ASSERT(meta);
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@ -1190,7 +1190,7 @@ private:
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return "0";
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return "0";
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}
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}
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std::string F4TextureQueryLod(Operation operation) {
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std::string TextureQueryLod(Operation operation) {
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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ASSERT(meta);
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@ -1201,7 +1201,7 @@ private:
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return "0";
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return "0";
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}
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}
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std::string F4TexelFetch(Operation operation) {
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std::string TexelFetch(Operation operation) {
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constexpr std::array<const char*, 4> constructors = {"int", "ivec2", "ivec3", "ivec4"};
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constexpr std::array<const char*, 4> constructors = {"int", "ivec2", "ivec3", "ivec4"};
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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ASSERT(meta);
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@ -1463,12 +1463,12 @@ private:
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&GLSLDecompiler::Logical2HNotEqual,
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&GLSLDecompiler::Logical2HNotEqual,
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&GLSLDecompiler::Logical2HGreaterEqual,
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&GLSLDecompiler::Logical2HGreaterEqual,
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&GLSLDecompiler::F4Texture,
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&GLSLDecompiler::Texture,
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&GLSLDecompiler::F4TextureLod,
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&GLSLDecompiler::TextureLod,
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&GLSLDecompiler::F4TextureGather,
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&GLSLDecompiler::TextureGather,
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&GLSLDecompiler::F4TextureQueryDimensions,
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&GLSLDecompiler::TextureQueryDimensions,
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&GLSLDecompiler::F4TextureQueryLod,
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&GLSLDecompiler::TextureQueryLod,
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&GLSLDecompiler::F4TexelFetch,
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&GLSLDecompiler::TexelFetch,
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&GLSLDecompiler::Branch,
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&GLSLDecompiler::Branch,
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&GLSLDecompiler::PushFlowStack,
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&GLSLDecompiler::PushFlowStack,
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@ -336,8 +336,7 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
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for (u32 element = 0; element < values.size(); ++element) {
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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auto coords_copy = coords;
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MetaTexture meta{sampler, {}, {}, extras, element};
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MetaTexture meta{sampler, {}, {}, extras, element};
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values[element] =
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values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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Operation(OperationCode::F4TextureGather, meta, std::move(coords_copy));
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}
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}
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WriteTexsInstructionFloat(bb, instr, values);
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WriteTexsInstructionFloat(bb, instr, values);
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@ -362,8 +361,8 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
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continue;
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continue;
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}
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}
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MetaTexture meta{sampler, {}, {}, {}, element};
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MetaTexture meta{sampler, {}, {}, {}, element};
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const Node value = Operation(OperationCode::F4TextureQueryDimensions, meta,
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const Node value =
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GetRegister(instr.gpr8));
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Operation(OperationCode::TextureQueryDimensions, meta, GetRegister(instr.gpr8));
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SetTemporal(bb, indexer++, value);
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SetTemporal(bb, indexer++, value);
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}
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}
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for (u32 i = 0; i < indexer; ++i) {
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for (u32 i = 0; i < indexer; ++i) {
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@ -412,7 +411,7 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
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for (u32 element = 0; element < 2; ++element) {
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for (u32 element = 0; element < 2; ++element) {
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auto params = coords;
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auto params = coords;
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MetaTexture meta{sampler, {}, {}, {}, element};
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MetaTexture meta{sampler, {}, {}, {}, element};
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const Node value = Operation(OperationCode::F4TextureQueryLod, meta, std::move(params));
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const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
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SetTemporal(bb, element, value);
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SetTemporal(bb, element, value);
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}
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}
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for (u32 element = 0; element < 2; ++element) {
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for (u32 element = 0; element < 2; ++element) {
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@ -555,7 +554,7 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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(texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
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(texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
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const OperationCode read_method =
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const OperationCode read_method =
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lod_needed && gl_lod_supported ? OperationCode::F4TextureLod : OperationCode::F4Texture;
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lod_needed && gl_lod_supported ? OperationCode::TextureLod : OperationCode::Texture;
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UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
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UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
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@ -671,7 +670,7 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
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for (u32 element = 0; element < values.size(); ++element) {
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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auto coords_copy = coords;
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MetaTexture meta{sampler, GetRegister(array_register), {}, {}, element};
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MetaTexture meta{sampler, GetRegister(array_register), {}, {}, element};
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values[element] = Operation(OperationCode::F4TextureGather, meta, std::move(coords_copy));
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values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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}
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}
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return values;
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return values;
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@ -707,7 +706,7 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
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for (u32 element = 0; element < values.size(); ++element) {
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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auto coords_copy = coords;
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MetaTexture meta{sampler, array, {}, {lod}, element};
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MetaTexture meta{sampler, array, {}, {lod}, element};
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values[element] = Operation(OperationCode::F4TexelFetch, meta, std::move(coords_copy));
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values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy));
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}
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}
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return values;
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return values;
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}
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}
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@ -156,12 +156,12 @@ enum class OperationCode {
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Logical2HNotEqual, /// (MetaHalfArithmetic, f16vec2 a, f16vec2) -> bool2
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Logical2HNotEqual, /// (MetaHalfArithmetic, f16vec2 a, f16vec2) -> bool2
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Logical2HGreaterEqual, /// (MetaHalfArithmetic, f16vec2 a, f16vec2) -> bool2
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Logical2HGreaterEqual, /// (MetaHalfArithmetic, f16vec2 a, f16vec2) -> bool2
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F4Texture, /// (MetaTexture, float[N] coords, float[M] params) -> float4
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Texture, /// (MetaTexture, float[N] coords) -> float4
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F4TextureLod, /// (MetaTexture, float[N] coords, float[M] params) -> float4
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TextureLod, /// (MetaTexture, float[N] coords) -> float4
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F4TextureGather, /// (MetaTexture, float[N] coords, float[M] params) -> float4
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TextureGather, /// (MetaTexture, float[N] coords) -> float4
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F4TextureQueryDimensions, /// (MetaTexture, float a) -> float4
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TextureQueryDimensions, /// (MetaTexture, float a) -> float4
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F4TextureQueryLod, /// (MetaTexture, float[N] coords) -> float4
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TextureQueryLod, /// (MetaTexture, float[N] coords) -> float4
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F4TexelFetch, /// (MetaTexture, int[N], int) -> float4
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TexelFetch, /// (MetaTexture, int[N], int) -> float4
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Branch, /// (uint branch_target) -> void
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Branch, /// (uint branch_target) -> void
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PushFlowStack, /// (uint branch_target) -> void
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PushFlowStack, /// (uint branch_target) -> void
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