Fix Texture Overlapping
This commit is contained in:
parent
7668ef51d6
commit
8c797464a2
@ -1261,7 +1261,15 @@ private:
|
|||||||
regs.SetRegisterToInteger(dest, true, 0, result, 1, 1);
|
regs.SetRegisterToInteger(dest, true, 0, result, 1, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
void WriteTexsInstruction(const Instruction& instr, const std::string& texture) {
|
void WriteTexsInstruction(const Instruction& instr, const std::string& coord,
|
||||||
|
const std::string& texture) {
|
||||||
|
// Add an extra scope and declare the texture coords inside to prevent
|
||||||
|
// overwriting them in case they are used as outputs of the texs instruction.
|
||||||
|
shader.AddLine('{');
|
||||||
|
++shader.scope;
|
||||||
|
shader.AddLine(coord);
|
||||||
|
shader.AddLine("vec4 texture_tmp = " + texture + ';');
|
||||||
|
|
||||||
// TEXS has two destination registers and a swizzle. The first two elements in the swizzle
|
// TEXS has two destination registers and a swizzle. The first two elements in the swizzle
|
||||||
// go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
|
// go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
|
||||||
|
|
||||||
@ -1273,17 +1281,19 @@ private:
|
|||||||
|
|
||||||
if (written_components < 2) {
|
if (written_components < 2) {
|
||||||
// Write the first two swizzle components to gpr0 and gpr0+1
|
// Write the first two swizzle components to gpr0 and gpr0+1
|
||||||
regs.SetRegisterToFloat(instr.gpr0, component, texture, 1, 4, false,
|
regs.SetRegisterToFloat(instr.gpr0, component, "texture_tmp", 1, 4, false,
|
||||||
written_components % 2);
|
written_components % 2);
|
||||||
} else {
|
} else {
|
||||||
ASSERT(instr.texs.HasTwoDestinations());
|
ASSERT(instr.texs.HasTwoDestinations());
|
||||||
// Write the rest of the swizzle components to gpr28 and gpr28+1
|
// Write the rest of the swizzle components to gpr28 and gpr28+1
|
||||||
regs.SetRegisterToFloat(instr.gpr28, component, texture, 1, 4, false,
|
regs.SetRegisterToFloat(instr.gpr28, component, "texture_tmp", 1, 4, false,
|
||||||
written_components % 2);
|
written_components % 2);
|
||||||
}
|
}
|
||||||
|
|
||||||
++written_components;
|
++written_components;
|
||||||
}
|
}
|
||||||
|
--shader.scope;
|
||||||
|
shader.AddLine('}');
|
||||||
}
|
}
|
||||||
|
|
||||||
static u32 TextureCoordinates(Tegra::Shader::TextureType texture_type) {
|
static u32 TextureCoordinates(Tegra::Shader::TextureType texture_type) {
|
||||||
@ -2505,7 +2515,7 @@ private:
|
|||||||
array_elem = regs.GetRegisterAsInteger(instr.gpr8);
|
array_elem = regs.GetRegisterAsInteger(instr.gpr8);
|
||||||
start_index = 1;
|
start_index = 1;
|
||||||
}
|
}
|
||||||
auto process_mode = instr.tex.GetTextureProcessMode();
|
const auto process_mode = instr.tex.GetTextureProcessMode();
|
||||||
u32 start_index_b = 0;
|
u32 start_index_b = 0;
|
||||||
std::string lod_value;
|
std::string lod_value;
|
||||||
if (process_mode != Tegra::Shader::TextureProcessMode::LZ &&
|
if (process_mode != Tegra::Shader::TextureProcessMode::LZ &&
|
||||||
@ -2563,8 +2573,10 @@ private:
|
|||||||
}
|
}
|
||||||
case 3: {
|
case 3: {
|
||||||
const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index);
|
const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index);
|
||||||
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 1);
|
const std::string y =
|
||||||
const std::string z = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 2);
|
regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 1);
|
||||||
|
const std::string z =
|
||||||
|
regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 2);
|
||||||
if (is_array) {
|
if (is_array) {
|
||||||
depth_compare_extra = depth_compare;
|
depth_compare_extra = depth_compare;
|
||||||
coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " +
|
coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " +
|
||||||
@ -2595,7 +2607,7 @@ private:
|
|||||||
// Add an extra scope and declare the texture coords inside to prevent
|
// Add an extra scope and declare the texture coords inside to prevent
|
||||||
// overwriting them in case they are used as outputs of the texs instruction.
|
// overwriting them in case they are used as outputs of the texs instruction.
|
||||||
|
|
||||||
shader.AddLine("{");
|
shader.AddLine('{');
|
||||||
++shader.scope;
|
++shader.scope;
|
||||||
shader.AddLine(coord);
|
shader.AddLine(coord);
|
||||||
std::string texture;
|
std::string texture;
|
||||||
@ -2624,7 +2636,8 @@ private:
|
|||||||
texture = "texture(" + sampler + ", coords, " + lod_value + ')';
|
texture = "texture(" + sampler + ", coords, " + lod_value + ')';
|
||||||
} else {
|
} else {
|
||||||
texture = "texture(" + sampler + ", coords, " + depth_value + ')';
|
texture = "texture(" + sampler + ", coords, " + depth_value + ')';
|
||||||
LOG_WARNING(HW_GPU, "OpenGL Limitation: can't set bias value along depth compare");
|
LOG_WARNING(HW_GPU,
|
||||||
|
"OpenGL Limitation: can't set bias value along depth compare");
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -2635,7 +2648,8 @@ private:
|
|||||||
texture = "textureLod(" + sampler + ", coords, " + lod_value + ')';
|
texture = "textureLod(" + sampler + ", coords, " + lod_value + ')';
|
||||||
} else {
|
} else {
|
||||||
texture = "texture(" + sampler + ", coords, " + depth_value + ')';
|
texture = "texture(" + sampler + ", coords, " + depth_value + ')';
|
||||||
LOG_WARNING(HW_GPU, "OpenGL Limitation: can't set lod value along depth compare");
|
LOG_WARNING(HW_GPU,
|
||||||
|
"OpenGL Limitation: can't set lod value along depth compare");
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -2650,20 +2664,22 @@ private:
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (!depth_compare) {
|
if (!depth_compare) {
|
||||||
|
shader.AddLine("vec4 texture_tmp = " + texture + ';');
|
||||||
std::size_t dest_elem{};
|
std::size_t dest_elem{};
|
||||||
for (std::size_t elem = 0; elem < 4; ++elem) {
|
for (std::size_t elem = 0; elem < 4; ++elem) {
|
||||||
if (!instr.tex.IsComponentEnabled(elem)) {
|
if (!instr.tex.IsComponentEnabled(elem)) {
|
||||||
// Skip disabled components
|
// Skip disabled components
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
|
regs.SetRegisterToFloat(instr.gpr0, elem, "texture_tmp", 1, 4, false,
|
||||||
|
dest_elem);
|
||||||
++dest_elem;
|
++dest_elem;
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false);
|
regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false);
|
||||||
}
|
}
|
||||||
--shader.scope;
|
--shader.scope;
|
||||||
shader.AddLine("}");
|
shader.AddLine('}');
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case OpCode::Id::TEXS: {
|
case OpCode::Id::TEXS: {
|
||||||
@ -2676,8 +2692,9 @@ private:
|
|||||||
const bool depth_compare =
|
const bool depth_compare =
|
||||||
instr.texs.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC);
|
instr.texs.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC);
|
||||||
u32 num_coordinates = TextureCoordinates(texture_type);
|
u32 num_coordinates = TextureCoordinates(texture_type);
|
||||||
auto process_mode = instr.texs.GetTextureProcessMode();
|
const auto process_mode = instr.texs.GetTextureProcessMode();
|
||||||
std::string lod_value;
|
std::string lod_value;
|
||||||
|
std::string coord;
|
||||||
u32 lod_offset = 0;
|
u32 lod_offset = 0;
|
||||||
if (process_mode == Tegra::Shader::TextureProcessMode::LL) {
|
if (process_mode == Tegra::Shader::TextureProcessMode::LL) {
|
||||||
if (num_coordinates > 2) {
|
if (num_coordinates > 2) {
|
||||||
@ -2689,38 +2706,46 @@ private:
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Scope to avoid variable name overlaps.
|
|
||||||
shader.AddLine('{');
|
|
||||||
++shader.scope;
|
|
||||||
|
|
||||||
switch (num_coordinates) {
|
switch (num_coordinates) {
|
||||||
case 1: {
|
case 1: {
|
||||||
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
|
coord = "float coords = " + regs.GetRegisterAsFloat(instr.gpr8) + ';';
|
||||||
coord = "float coords = " + x + ';';
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 2: {
|
case 2: {
|
||||||
if (is_array) {
|
if (is_array) {
|
||||||
const std::string index = regs.GetRegisterAsInteger(instr.gpr8);
|
if (depth_compare) {
|
||||||
const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
|
const std::string index = regs.GetRegisterAsInteger(instr.gpr8);
|
||||||
const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
|
const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
|
||||||
shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + index + ");");
|
const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
|
||||||
|
const std::string z = regs.GetRegisterAsFloat(instr.gpr20.Value() + 1);
|
||||||
|
coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " + index +
|
||||||
|
");";
|
||||||
|
} else {
|
||||||
|
const std::string index = regs.GetRegisterAsInteger(instr.gpr8);
|
||||||
|
const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
|
||||||
|
const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
|
||||||
|
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + index + ");";
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
if (lod_offset != 0) {
|
if (lod_offset != 0) {
|
||||||
if (depth_compare) {
|
if (depth_compare) {
|
||||||
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
|
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
|
||||||
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
|
const std::string y =
|
||||||
const std::string z = regs.GetRegisterAsFloat(instr.gpr20.Value() + lod_offset);
|
regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
|
||||||
|
const std::string z =
|
||||||
|
regs.GetRegisterAsFloat(instr.gpr20.Value() + lod_offset);
|
||||||
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
|
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
|
||||||
} else {
|
} else {
|
||||||
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
|
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
|
||||||
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
|
const std::string y =
|
||||||
|
regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
|
||||||
coord = "vec2 coords = vec2(" + x + ", " + y + ");";
|
coord = "vec2 coords = vec2(" + x + ", " + y + ");";
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
if (depth_compare) {
|
if (depth_compare) {
|
||||||
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
|
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
|
||||||
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
|
const std::string y =
|
||||||
|
regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
|
||||||
const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
|
const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
|
||||||
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
|
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
|
||||||
} else {
|
} else {
|
||||||
@ -2746,7 +2771,7 @@ private:
|
|||||||
// Fallback to interpreting as a 2D texture for now
|
// Fallback to interpreting as a 2D texture for now
|
||||||
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
|
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
|
||||||
const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
|
const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
|
||||||
shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");");
|
coord = "vec2 coords = vec2(" + x + ", " + y + ");";
|
||||||
texture_type = Tegra::Shader::TextureType::Texture2D;
|
texture_type = Tegra::Shader::TextureType::Texture2D;
|
||||||
is_array = false;
|
is_array = false;
|
||||||
}
|
}
|
||||||
@ -2760,8 +2785,7 @@ private:
|
|||||||
}
|
}
|
||||||
case Tegra::Shader::TextureProcessMode::LZ: {
|
case Tegra::Shader::TextureProcessMode::LZ: {
|
||||||
if (depth_compare && is_array) {
|
if (depth_compare && is_array) {
|
||||||
// Since we got an OpenGL limitation, we set bias very high to enforce mipmap 0
|
texture = "texture(" + sampler + ", coords)";
|
||||||
texture = "texture(" + sampler + ", coords, 1000.0)";
|
|
||||||
} else {
|
} else {
|
||||||
texture = "textureLod(" + sampler + ", coords, 0.0)";
|
texture = "textureLod(" + sampler + ", coords, 0.0)";
|
||||||
}
|
}
|
||||||
@ -2778,13 +2802,11 @@ private:
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (!depth_compare) {
|
if (!depth_compare) {
|
||||||
WriteTexsInstruction(instr, texture);
|
WriteTexsInstruction(instr, coord, texture);
|
||||||
} else {
|
} else {
|
||||||
WriteTexsInstruction(instr, "vec4(" + texture + ')');
|
WriteTexsInstruction(instr, coord, "vec4(" + texture + ')');
|
||||||
}
|
}
|
||||||
|
|
||||||
shader.AddLine('}');
|
|
||||||
--shader.scope;
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case OpCode::Id::TLDS: {
|
case OpCode::Id::TLDS: {
|
||||||
@ -2806,11 +2828,12 @@ private:
|
|||||||
// Scope to avoid variable name overlaps.
|
// Scope to avoid variable name overlaps.
|
||||||
shader.AddLine('{');
|
shader.AddLine('{');
|
||||||
++shader.scope;
|
++shader.scope;
|
||||||
|
std::string coords;
|
||||||
|
|
||||||
switch (texture_type) {
|
switch (texture_type) {
|
||||||
case Tegra::Shader::TextureType::Texture1D: {
|
case Tegra::Shader::TextureType::Texture1D: {
|
||||||
const std::string x = regs.GetRegisterAsInteger(instr.gpr8);
|
const std::string x = regs.GetRegisterAsInteger(instr.gpr8);
|
||||||
shader.AddLine("int coords = " + x + ';');
|
coords = "float coords = " + x + ';';
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case Tegra::Shader::TextureType::Texture2D: {
|
case Tegra::Shader::TextureType::Texture2D: {
|
||||||
@ -2818,7 +2841,8 @@ private:
|
|||||||
|
|
||||||
const std::string x = regs.GetRegisterAsInteger(instr.gpr8);
|
const std::string x = regs.GetRegisterAsInteger(instr.gpr8);
|
||||||
const std::string y = regs.GetRegisterAsInteger(instr.gpr20);
|
const std::string y = regs.GetRegisterAsInteger(instr.gpr20);
|
||||||
shader.AddLine("ivec2 coords = ivec2(" + x + ", " + y + ");");
|
// shader.AddLine("ivec2 coords = ivec2(" + x + ", " + y + ");");
|
||||||
|
coords = "ivec2 coords = ivec2(" + x + ", " + y + ");";
|
||||||
extra_op_offset = 1;
|
extra_op_offset = 1;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -2846,7 +2870,7 @@ private:
|
|||||||
static_cast<u32>(instr.tlds.GetTextureProcessMode()));
|
static_cast<u32>(instr.tlds.GetTextureProcessMode()));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
WriteTexsInstruction(instr, texture);
|
WriteTexsInstruction(instr, coords, texture);
|
||||||
|
|
||||||
--shader.scope;
|
--shader.scope;
|
||||||
shader.AddLine('}');
|
shader.AddLine('}');
|
||||||
@ -2905,14 +2929,17 @@ private:
|
|||||||
|
|
||||||
const std::string texture = "textureGather(" + sampler + ", coords, " +
|
const std::string texture = "textureGather(" + sampler + ", coords, " +
|
||||||
std::to_string(instr.tld4.component) + ')';
|
std::to_string(instr.tld4.component) + ')';
|
||||||
|
|
||||||
if (!depth_compare) {
|
if (!depth_compare) {
|
||||||
|
shader.AddLine("vec4 texture_tmp = " + texture + ';');
|
||||||
std::size_t dest_elem{};
|
std::size_t dest_elem{};
|
||||||
for (std::size_t elem = 0; elem < 4; ++elem) {
|
for (std::size_t elem = 0; elem < 4; ++elem) {
|
||||||
if (!instr.tex.IsComponentEnabled(elem)) {
|
if (!instr.tex.IsComponentEnabled(elem)) {
|
||||||
// Skip disabled components
|
// Skip disabled components
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
|
regs.SetRegisterToFloat(instr.gpr0, elem, "texture_tmp", 1, 4, false,
|
||||||
|
dest_elem);
|
||||||
++dest_elem;
|
++dest_elem;
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
@ -2933,6 +2960,7 @@ private:
|
|||||||
// Scope to avoid variable name overlaps.
|
// Scope to avoid variable name overlaps.
|
||||||
shader.AddLine('{');
|
shader.AddLine('{');
|
||||||
++shader.scope;
|
++shader.scope;
|
||||||
|
std::string coords;
|
||||||
|
|
||||||
const bool depth_compare =
|
const bool depth_compare =
|
||||||
instr.tld4s.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC);
|
instr.tld4s.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC);
|
||||||
@ -2942,20 +2970,19 @@ private:
|
|||||||
const std::string sampler = GetSampler(
|
const std::string sampler = GetSampler(
|
||||||
instr.sampler, Tegra::Shader::TextureType::Texture2D, false, depth_compare);
|
instr.sampler, Tegra::Shader::TextureType::Texture2D, false, depth_compare);
|
||||||
if (!depth_compare) {
|
if (!depth_compare) {
|
||||||
shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");");
|
coords = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
|
||||||
} else {
|
} else {
|
||||||
// Note: TLD4S coordinate encoding works just like TEXS's
|
// Note: TLD4S coordinate encoding works just like TEXS's
|
||||||
shader.AddLine(
|
const std::string op_y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
|
||||||
"float op_y = " + regs.GetRegisterAsFloat(instr.gpr8.Value() + 1) + ';');
|
coords = "vec3 coords = vec3(" + op_a + ", " + op_y + ", " + op_b + ");";
|
||||||
shader.AddLine("vec3 coords = vec3(" + op_a + ", op_y, " + op_b + ");");
|
|
||||||
}
|
}
|
||||||
const std::string texture = "textureGather(" + sampler + ", coords, " +
|
const std::string texture = "textureGather(" + sampler + ", coords, " +
|
||||||
std::to_string(instr.tld4s.component) + ')';
|
std::to_string(instr.tld4s.component) + ')';
|
||||||
|
|
||||||
if (!depth_compare) {
|
if (!depth_compare) {
|
||||||
WriteTexsInstruction(instr, texture);
|
WriteTexsInstruction(instr, coords, texture);
|
||||||
} else {
|
} else {
|
||||||
WriteTexsInstruction(instr, "vec4(" + texture + ')');
|
WriteTexsInstruction(instr, coords, "vec4(" + texture + ')');
|
||||||
}
|
}
|
||||||
|
|
||||||
--shader.scope;
|
--shader.scope;
|
||||||
|
Loading…
Reference in New Issue
Block a user