shader_decompiler: Improve Accuracy of Attribute Interpolation.
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@ -376,9 +376,9 @@ enum class R2pMode : u64 {
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};
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enum class IpaInterpMode : u64 {
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Linear = 0,
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Perspective = 1,
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Flat = 2,
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Pass = 0,
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Multiply = 1,
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Constant = 2,
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Sc = 3,
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};
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@ -16,6 +16,13 @@ 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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Unused = 0,
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Constant = 1,
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Perspective = 2,
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ScreenLinear = 3,
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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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struct Header {
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@ -86,7 +93,13 @@ struct Header {
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struct {
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INSERT_PADDING_BYTES(3); // ImapSystemValuesA
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INSERT_PADDING_BYTES(1); // ImapSystemValuesB
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INSERT_PADDING_BYTES(32); // ImapGenericVector[32]
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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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u8 raw;
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} imap_generic_vector[32];
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INSERT_PADDING_BYTES(2); // ImapColor
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INSERT_PADDING_BYTES(2); // ImapSystemValuesC
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INSERT_PADDING_BYTES(10); // ImapFixedFncTexture[10]
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@ -103,6 +116,28 @@ struct Header {
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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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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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}
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}
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return result;
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}
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} ps;
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};
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@ -20,6 +20,7 @@
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namespace OpenGL::GLShader {
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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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@ -288,34 +289,22 @@ private:
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code.AddNewLine();
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}
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std::string GetInputFlags(const IpaMode& input_mode) {
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const IpaSampleMode sample_mode = input_mode.sampling_mode;
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const IpaInterpMode interp_mode = input_mode.interpolation_mode;
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std::string GetInputFlags(AttributeUse attribute) {
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std::string out;
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switch (interp_mode) {
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case IpaInterpMode::Flat:
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switch (attribute) {
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case AttributeUse::Constant:
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out += "flat ";
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break;
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case IpaInterpMode::Linear:
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case AttributeUse::ScreenLinear:
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out += "noperspective ";
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break;
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case IpaInterpMode::Perspective:
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case AttributeUse::Perspective:
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// Default, Smooth
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break;
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default:
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UNIMPLEMENTED_MSG("Unhandled IPA interp mode: {}", static_cast<u32>(interp_mode));
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}
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switch (sample_mode) {
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case IpaSampleMode::Centroid:
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// It can be implemented with the "centroid " keyword in GLSL
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UNIMPLEMENTED_MSG("Unimplemented IPA sampler mode centroid");
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break;
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case IpaSampleMode::Default:
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// Default, n/a
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break;
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default:
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UNIMPLEMENTED_MSG("Unimplemented IPA sampler mode: {}", static_cast<u32>(sample_mode));
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LOG_CRITICAL(HW_GPU, "Unused attribute being fetched");
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UNREACHABLE();
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}
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return out;
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}
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@ -324,16 +313,11 @@ private:
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const auto& attributes = ir.GetInputAttributes();
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for (const auto element : attributes) {
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const Attribute::Index index = element.first;
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const IpaMode& input_mode = *element.second.begin();
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if (index < Attribute::Index::Attribute_0 || index > Attribute::Index::Attribute_31) {
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// Skip when it's not a generic attribute
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continue;
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}
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ASSERT(element.second.size() > 0);
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UNIMPLEMENTED_IF_MSG(element.second.size() > 1,
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"Multiple input flag modes are not supported in GLSL");
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// TODO(bunnei): Use proper number of elements for these
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u32 idx = static_cast<u32>(index) - static_cast<u32>(Attribute::Index::Attribute_0);
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if (stage != ShaderStage::Vertex) {
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@ -345,8 +329,14 @@ private:
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if (stage == ShaderStage::Geometry) {
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attr = "gs_" + attr + "[]";
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}
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code.AddLine("layout (location = " + std::to_string(idx) + ") " +
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GetInputFlags(input_mode) + "in vec4 " + attr + ';');
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std::string suffix;
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if (stage == ShaderStage::Fragment) {
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const auto input_mode =
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header.ps.GetAttributeUse(idx - GENERIC_VARYING_START_LOCATION);
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suffix = GetInputFlags(input_mode);
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}
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code.AddLine("layout (location = " + std::to_string(idx) + ") " + suffix + "in vec4 " +
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attr + ';');
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}
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if (!attributes.empty())
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code.AddNewLine();
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@ -124,7 +124,7 @@ layout (location = 5) out vec4 FragColor5;
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layout (location = 6) out vec4 FragColor6;
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layout (location = 7) out vec4 FragColor7;
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layout (location = 0) in vec4 position;
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layout (location = 0) in noperspective vec4 position;
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layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
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vec4 viewport_flip;
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@ -48,7 +48,7 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
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UNIMPLEMENTED_IF_MSG((instr.attribute.fmt20.immediate.Value() % sizeof(u32)) != 0,
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"Unaligned attribute loads are not supported");
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Tegra::Shader::IpaMode input_mode{Tegra::Shader::IpaInterpMode::Perspective,
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Tegra::Shader::IpaMode input_mode{Tegra::Shader::IpaInterpMode::Pass,
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Tegra::Shader::IpaSampleMode::Default};
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u64 next_element = instr.attribute.fmt20.element;
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@ -135,7 +135,18 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
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instr.ipa.sample_mode.Value()};
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const Node attr = GetInputAttribute(attribute.index, attribute.element, input_mode);
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const Node value = GetSaturatedFloat(attr, instr.ipa.saturate);
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Node value = attr;
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const Tegra::Shader::Attribute::Index index = attribute.index.Value();
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if (index >= Tegra::Shader::Attribute::Index::Attribute_0 &&
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index <= Tegra::Shader::Attribute::Index::Attribute_31) {
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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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}
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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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break;
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