Merge pull request #3415 from ReinUsesLisp/texture-code
shader/texture: Allow 2D shadow arrays and simplify code
This commit is contained in:
commit
bf0c929d4c
|
@ -522,52 +522,38 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
|
||||||
Node array, Node depth_compare, u32 bias_offset,
|
Node array, Node depth_compare, u32 bias_offset,
|
||||||
std::vector<Node> aoffi,
|
std::vector<Node> aoffi,
|
||||||
std::optional<Tegra::Shader::Register> bindless_reg) {
|
std::optional<Tegra::Shader::Register> bindless_reg) {
|
||||||
const auto is_array = static_cast<bool>(array);
|
const bool is_array = array != nullptr;
|
||||||
const auto is_shadow = static_cast<bool>(depth_compare);
|
const bool is_shadow = depth_compare != nullptr;
|
||||||
const bool is_bindless = bindless_reg.has_value();
|
const bool is_bindless = bindless_reg.has_value();
|
||||||
|
|
||||||
UNIMPLEMENTED_IF_MSG((texture_type == TextureType::Texture3D && (is_array || is_shadow)) ||
|
UNIMPLEMENTED_IF(texture_type == TextureType::TextureCube && is_array && is_shadow);
|
||||||
(texture_type == TextureType::TextureCube && is_array && is_shadow),
|
ASSERT_MSG(texture_type != TextureType::Texture3D || is_array || is_shadow,
|
||||||
"This method is not supported.");
|
"Illegal texture type");
|
||||||
|
|
||||||
const SamplerInfo info{texture_type, is_array, is_shadow, false};
|
const SamplerInfo info{texture_type, is_array, is_shadow, false};
|
||||||
Node index_var{};
|
Node index_var;
|
||||||
const Sampler* sampler = is_bindless ? GetBindlessSampler(*bindless_reg, index_var, info)
|
const Sampler* sampler = is_bindless ? GetBindlessSampler(*bindless_reg, index_var, info)
|
||||||
: GetSampler(instr.sampler, info);
|
: GetSampler(instr.sampler, info);
|
||||||
Node4 values;
|
if (!sampler) {
|
||||||
if (sampler == nullptr) {
|
return {Immediate(0), Immediate(0), Immediate(0), Immediate(0)};
|
||||||
for (u32 element = 0; element < values.size(); ++element) {
|
|
||||||
values[element] = Immediate(0);
|
|
||||||
}
|
|
||||||
return values;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
const bool lod_needed = process_mode == TextureProcessMode::LZ ||
|
const bool lod_needed = process_mode == TextureProcessMode::LZ ||
|
||||||
process_mode == TextureProcessMode::LL ||
|
process_mode == TextureProcessMode::LL ||
|
||||||
process_mode == TextureProcessMode::LLA;
|
process_mode == TextureProcessMode::LLA;
|
||||||
|
const OperationCode opcode = lod_needed ? OperationCode::TextureLod : OperationCode::Texture;
|
||||||
// LOD selection (either via bias or explicit textureLod) not supported in GL for
|
|
||||||
// sampler2DArrayShadow and samplerCubeArrayShadow.
|
|
||||||
const bool gl_lod_supported =
|
|
||||||
!((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && is_shadow) ||
|
|
||||||
(texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
|
|
||||||
|
|
||||||
const OperationCode read_method =
|
|
||||||
(lod_needed && gl_lod_supported) ? OperationCode::TextureLod : OperationCode::Texture;
|
|
||||||
|
|
||||||
UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
|
|
||||||
|
|
||||||
Node bias;
|
Node bias;
|
||||||
Node lod;
|
Node lod;
|
||||||
if (process_mode != TextureProcessMode::None && gl_lod_supported) {
|
|
||||||
switch (process_mode) {
|
switch (process_mode) {
|
||||||
|
case TextureProcessMode::None:
|
||||||
|
break;
|
||||||
case TextureProcessMode::LZ:
|
case TextureProcessMode::LZ:
|
||||||
lod = Immediate(0.0f);
|
lod = Immediate(0.0f);
|
||||||
break;
|
break;
|
||||||
case TextureProcessMode::LB:
|
case TextureProcessMode::LB:
|
||||||
// If present, lod or bias are always stored in the register
|
// If present, lod or bias are always stored in the register indexed by the gpr20 field with
|
||||||
// indexed by the gpr20 field with an offset depending on the
|
// an offset depending on the usage of the other registers.
|
||||||
// usage of the other registers
|
|
||||||
bias = GetRegister(instr.gpr20.Value() + bias_offset);
|
bias = GetRegister(instr.gpr20.Value() + bias_offset);
|
||||||
break;
|
break;
|
||||||
case TextureProcessMode::LL:
|
case TextureProcessMode::LL:
|
||||||
|
@ -577,13 +563,12 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
|
||||||
UNIMPLEMENTED_MSG("Unimplemented process mode={}", static_cast<u32>(process_mode));
|
UNIMPLEMENTED_MSG("Unimplemented process mode={}", static_cast<u32>(process_mode));
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
|
Node4 values;
|
||||||
for (u32 element = 0; element < values.size(); ++element) {
|
for (u32 element = 0; element < values.size(); ++element) {
|
||||||
auto copy_coords = coords;
|
|
||||||
MetaTexture meta{*sampler, array, depth_compare, aoffi, {}, {}, bias,
|
MetaTexture meta{*sampler, array, depth_compare, aoffi, {}, {}, bias,
|
||||||
lod, {}, element, index_var};
|
lod, {}, element, index_var};
|
||||||
values[element] = Operation(read_method, meta, std::move(copy_coords));
|
values[element] = Operation(opcode, meta, coords);
|
||||||
}
|
}
|
||||||
|
|
||||||
return values;
|
return values;
|
||||||
|
|
Loading…
Reference in New Issue