forked from Mirror/Ryujinx
Add partial support to the TEX.B shader instruction (#342)
* Add partial support to the TEX.B shader instruction, fix for mixed indexed and non-indexed drawing * Better exception
This commit is contained in:
parent
4518c52c65
commit
09593ae6d8
7 changed files with 153 additions and 42 deletions
|
@ -1,3 +1,4 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
|
@ -46,6 +47,8 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
private string StagePrefix;
|
||||
|
||||
private Dictionary<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
|
||||
|
||||
private Dictionary<int, ShaderDeclInfo> m_Textures;
|
||||
private Dictionary<int, ShaderDeclInfo> m_Uniforms;
|
||||
|
||||
|
@ -56,6 +59,8 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
private Dictionary<int, ShaderDeclInfo> m_Gprs;
|
||||
private Dictionary<int, ShaderDeclInfo> m_Preds;
|
||||
|
||||
public IReadOnlyDictionary<ShaderIrOp, ShaderDeclInfo> CbTextures => m_CbTextures;
|
||||
|
||||
public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
|
||||
public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
|
||||
|
||||
|
@ -72,8 +77,10 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
{
|
||||
this.ShaderType = ShaderType;
|
||||
|
||||
m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
|
||||
m_CbTextures = new Dictionary<ShaderIrOp, ShaderDeclInfo>();
|
||||
|
||||
m_Textures = new Dictionary<int, ShaderDeclInfo>();
|
||||
m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
|
||||
|
||||
m_Attributes = new Dictionary<int, ShaderDeclInfo>();
|
||||
m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
|
||||
|
@ -89,14 +96,16 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
if (ShaderType == GalShaderType.Fragment)
|
||||
{
|
||||
m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, 0, 4));
|
||||
m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, false, 0, 4));
|
||||
}
|
||||
|
||||
foreach (ShaderIrBlock Block in Blocks)
|
||||
{
|
||||
foreach (ShaderIrNode Node in Block.GetNodes())
|
||||
ShaderIrNode[] Nodes = Block.GetNodes();
|
||||
|
||||
foreach (ShaderIrNode Node in Nodes)
|
||||
{
|
||||
Traverse(null, Node);
|
||||
Traverse(Nodes, null, Node);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -152,31 +161,31 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
}
|
||||
}
|
||||
|
||||
private void Traverse(ShaderIrNode Parent, ShaderIrNode Node)
|
||||
private void Traverse(ShaderIrNode[] Nodes, ShaderIrNode Parent, ShaderIrNode Node)
|
||||
{
|
||||
switch (Node)
|
||||
{
|
||||
case ShaderIrAsg Asg:
|
||||
{
|
||||
Traverse(Asg, Asg.Dst);
|
||||
Traverse(Asg, Asg.Src);
|
||||
Traverse(Nodes, Asg, Asg.Dst);
|
||||
Traverse(Nodes, Asg, Asg.Src);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case ShaderIrCond Cond:
|
||||
{
|
||||
Traverse(Cond, Cond.Pred);
|
||||
Traverse(Cond, Cond.Child);
|
||||
Traverse(Nodes, Cond, Cond.Pred);
|
||||
Traverse(Nodes, Cond, Cond.Child);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case ShaderIrOp Op:
|
||||
{
|
||||
Traverse(Op, Op.OperandA);
|
||||
Traverse(Op, Op.OperandB);
|
||||
Traverse(Op, Op.OperandC);
|
||||
Traverse(Nodes, Op, Op.OperandA);
|
||||
Traverse(Nodes, Op, Op.OperandB);
|
||||
Traverse(Nodes, Op, Op.OperandC);
|
||||
|
||||
if (Op.Inst == ShaderIrInst.Texq ||
|
||||
Op.Inst == ShaderIrInst.Texs ||
|
||||
|
@ -190,6 +199,38 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle));
|
||||
}
|
||||
else if (Op.Inst == ShaderIrInst.Texb)
|
||||
{
|
||||
ShaderIrNode HandleSrc = null;
|
||||
|
||||
int Index = Array.IndexOf(Nodes, Parent) - 1;
|
||||
|
||||
for (; Index >= 0; Index--)
|
||||
{
|
||||
ShaderIrNode Curr = Nodes[Index];
|
||||
|
||||
if (Curr is ShaderIrAsg Asg && Asg.Dst is ShaderIrOperGpr Gpr)
|
||||
{
|
||||
if (Gpr.Index == ((ShaderIrOperGpr)Op.OperandC).Index)
|
||||
{
|
||||
HandleSrc = Asg.Src;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (HandleSrc != null && HandleSrc is ShaderIrOperCbuf Cbuf)
|
||||
{
|
||||
string Name = StagePrefix + TextureName + "_cb" + Cbuf.Index + "_" + Cbuf.Pos;
|
||||
|
||||
m_CbTextures.Add(Op, new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index));
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -199,7 +240,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
{
|
||||
string Name = StagePrefix + UniformName + Cbuf.Index;
|
||||
|
||||
ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, Cbuf.Index);
|
||||
ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index);
|
||||
|
||||
m_Uniforms.Add(Cbuf.Index, DeclInfo);
|
||||
}
|
||||
|
@ -252,12 +293,13 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
if (!m_Attributes.ContainsKey(Index))
|
||||
{
|
||||
DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, 0, 4);
|
||||
DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, false, 0, 4);
|
||||
|
||||
m_Attributes.Add(Index, DeclInfo);
|
||||
}
|
||||
|
||||
Traverse(Abuf, Abuf.Vertex);
|
||||
Traverse(Nodes, Abuf, Abuf.Vertex);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
|
@ -98,6 +98,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
{ ShaderIrInst.Or, GetOrExpr },
|
||||
{ ShaderIrInst.Stof, GetStofExpr },
|
||||
{ ShaderIrInst.Sub, GetSubExpr },
|
||||
{ ShaderIrInst.Texb, GetTexbExpr },
|
||||
{ ShaderIrInst.Texq, GetTexqExpr },
|
||||
{ ShaderIrInst.Texs, GetTexsExpr },
|
||||
{ ShaderIrInst.Trunc, GetTruncExpr },
|
||||
|
@ -174,10 +175,12 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
string GlslCode = SB.ToString();
|
||||
|
||||
return new GlslProgram(
|
||||
GlslCode,
|
||||
Decl.Textures.Values,
|
||||
Decl.Uniforms.Values);
|
||||
List<ShaderDeclInfo> TextureInfo = new List<ShaderDeclInfo>();
|
||||
|
||||
TextureInfo.AddRange(Decl.Textures.Values);
|
||||
TextureInfo.AddRange(IterateCbTextures());
|
||||
|
||||
return new GlslProgram(GlslCode, TextureInfo, Decl.Uniforms.Values);
|
||||
}
|
||||
|
||||
private void PrintDeclHeader()
|
||||
|
@ -213,9 +216,27 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
private void PrintDeclTextures()
|
||||
{
|
||||
foreach (ShaderDeclInfo DeclInfo in IterateCbTextures())
|
||||
{
|
||||
SB.AppendLine("uniform sampler2D " + DeclInfo.Name + ";");
|
||||
}
|
||||
|
||||
PrintDecls(Decl.Textures, "uniform sampler2D");
|
||||
}
|
||||
|
||||
private IEnumerable<ShaderDeclInfo> IterateCbTextures()
|
||||
{
|
||||
HashSet<string> Names = new HashSet<string>();
|
||||
|
||||
foreach (ShaderDeclInfo DeclInfo in Decl.CbTextures.Values.OrderBy(DeclKeySelector))
|
||||
{
|
||||
if (Names.Add(DeclInfo.Name))
|
||||
{
|
||||
yield return DeclInfo;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void PrintDeclUniforms()
|
||||
{
|
||||
if (Decl.ShaderType == GalShaderType.Vertex)
|
||||
|
@ -994,6 +1015,22 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
private string GetSubExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "-");
|
||||
|
||||
private string GetTexbExpr(ShaderIrOp Op)
|
||||
{
|
||||
ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
|
||||
|
||||
if (!Decl.CbTextures.TryGetValue(Op, out ShaderDeclInfo DeclInfo))
|
||||
{
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
|
||||
string Coords = GetTexSamplerCoords(Op);
|
||||
|
||||
string Ch = "rgba".Substring(Meta.Elem, 1);
|
||||
|
||||
return "texture(" + DeclInfo.Name + ", " + Coords + ")." + Ch;
|
||||
}
|
||||
|
||||
private string GetTexqExpr(ShaderIrOp Op)
|
||||
{
|
||||
ShaderIrMetaTexq Meta = (ShaderIrMetaTexq)Op.MetaData;
|
||||
|
|
|
@ -121,6 +121,16 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
}
|
||||
|
||||
public static void Tex(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
EmitTex(Block, OpCode, GprHandle: false);
|
||||
}
|
||||
|
||||
public static void Tex_B(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
EmitTex(Block, OpCode, GprHandle: true);
|
||||
}
|
||||
|
||||
private static void EmitTex(ShaderIrBlock Block, long OpCode, bool GprHandle)
|
||||
{
|
||||
//TODO: Support other formats.
|
||||
ShaderIrOperGpr[] Coords = new ShaderIrOperGpr[2];
|
||||
|
@ -139,7 +149,11 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
int ChMask = (int)(OpCode >> 31) & 0xf;
|
||||
|
||||
ShaderIrNode OperC = GetOperImm13_36(OpCode);
|
||||
ShaderIrNode OperC = GprHandle
|
||||
? (ShaderIrNode)GetOperGpr20 (OpCode)
|
||||
: (ShaderIrNode)GetOperImm13_36(OpCode);
|
||||
|
||||
ShaderIrInst Inst = GprHandle ? ShaderIrInst.Texb : ShaderIrInst.Texs;
|
||||
|
||||
for (int Ch = 0; Ch < 4; Ch++)
|
||||
{
|
||||
|
@ -147,7 +161,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
|
||||
|
||||
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Texs, Coords[0], Coords[1], OperC, Meta);
|
||||
ShaderIrOp Op = new ShaderIrOp(Inst, Coords[0], Coords[1], OperC, Meta);
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Op), OpCode));
|
||||
}
|
||||
|
@ -178,15 +192,15 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
public static void Texs(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
EmitTex(Block, OpCode, ShaderIrInst.Texs);
|
||||
EmitTexs(Block, OpCode, ShaderIrInst.Texs);
|
||||
}
|
||||
|
||||
public static void Tlds(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
EmitTex(Block, OpCode, ShaderIrInst.Txlf);
|
||||
EmitTexs(Block, OpCode, ShaderIrInst.Txlf);
|
||||
}
|
||||
|
||||
private static void EmitTex(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
|
||||
private static void EmitTexs(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
|
||||
{
|
||||
//TODO: Support other formats.
|
||||
ShaderIrNode OperA = GetOperGpr8 (OpCode);
|
||||
|
|
|
@ -47,6 +47,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Ftos,
|
||||
Ftou,
|
||||
Ipa,
|
||||
Texb,
|
||||
Texs,
|
||||
Trunc,
|
||||
F_End,
|
||||
|
|
|
@ -114,6 +114,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Set("0101110000101x", ShaderDecode.Shr_R);
|
||||
Set("1110111111110x", ShaderDecode.St_A);
|
||||
Set("110000xxxx111x", ShaderDecode.Tex);
|
||||
Set("1101111010111x", ShaderDecode.Tex_B);
|
||||
Set("1101111101001x", ShaderDecode.Texq);
|
||||
Set("1101100xxxxxxx", ShaderDecode.Texs);
|
||||
Set("1101101xxxxxxx", ShaderDecode.Tlds);
|
||||
|
|
|
@ -5,13 +5,20 @@ namespace Ryujinx.Graphics.Gal
|
|||
public string Name { get; private set; }
|
||||
|
||||
public int Index { get; private set; }
|
||||
public bool IsCb { get; private set; }
|
||||
public int Cbuf { get; private set; }
|
||||
public int Size { get; private set; }
|
||||
|
||||
public ShaderDeclInfo(string Name, int Index, int Cbuf = 0, int Size = 1)
|
||||
public ShaderDeclInfo(
|
||||
string Name,
|
||||
int Index,
|
||||
bool IsCb = false,
|
||||
int Cbuf = 0,
|
||||
int Size = 1)
|
||||
{
|
||||
this.Name = Name;
|
||||
this.Index = Index;
|
||||
this.IsCb = IsCb;
|
||||
this.Cbuf = Cbuf;
|
||||
this.Size = Size;
|
||||
}
|
||||
|
|
|
@ -364,17 +364,26 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
|
||||
int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex);
|
||||
|
||||
//Note: On the emulator renderer, Texture Unit 0 is
|
||||
//reserved for drawing the frame buffer.
|
||||
int TexIndex = 1;
|
||||
int TexIndex = 0;
|
||||
|
||||
for (int Index = 0; Index < Keys.Length; Index++)
|
||||
{
|
||||
foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetTextureUsage(Keys[Index]))
|
||||
{
|
||||
long Position = ConstBuffers[Index][TextureCbIndex].Position;
|
||||
long Position;
|
||||
|
||||
UploadTexture(Vmm, Position, TexIndex, DeclInfo.Index);
|
||||
if (DeclInfo.IsCb)
|
||||
{
|
||||
Position = ConstBuffers[Index][DeclInfo.Cbuf].Position;
|
||||
}
|
||||
else
|
||||
{
|
||||
Position = ConstBuffers[Index][TextureCbIndex].Position;
|
||||
}
|
||||
|
||||
int TextureHandle = Vmm.ReadInt32(Position + DeclInfo.Index * 4);
|
||||
|
||||
UploadTexture(Vmm, TexIndex, TextureHandle);
|
||||
|
||||
Gpu.Renderer.Shader.EnsureTextureBinding(DeclInfo.Name, TexIndex);
|
||||
|
||||
|
@ -383,12 +392,8 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
}
|
||||
}
|
||||
|
||||
private void UploadTexture(NvGpuVmm Vmm, long BasePosition, int TexIndex, int HndIndex)
|
||||
private void UploadTexture(NvGpuVmm Vmm, int TexIndex, int TextureHandle)
|
||||
{
|
||||
long Position = BasePosition + HndIndex * 4;
|
||||
|
||||
int TextureHandle = Vmm.ReadInt32(Position);
|
||||
|
||||
if (TextureHandle == 0)
|
||||
{
|
||||
//TODO: Is this correct?
|
||||
|
@ -601,6 +606,10 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
|
||||
Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
|
||||
}
|
||||
|
||||
//Is the GPU really clearing those registers after draw?
|
||||
WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
|
||||
WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
|
||||
}
|
||||
|
||||
private void QueryControl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
|
||||
|
|
Loading…
Reference in a new issue