Shader_IR: Correct TLD4S Depth Compare.

This commit is contained in:
Fernando Sahmkow 2019-12-11 19:43:43 -04:00 committed by FernandoS27
parent af89723fa3
commit c0ee0aa1a8
2 changed files with 16 additions and 9 deletions

View file

@ -1091,7 +1091,8 @@ private:
expr += "Offset"; expr += "Offset";
} }
expr += '(' + GetSampler(meta->sampler) + ", "; expr += '(' + GetSampler(meta->sampler) + ", ";
expr += coord_constructors.at(count + (has_array ? 1 : 0) + (has_shadow && !sepparate_dc ? 1 : 0) - 1); expr += coord_constructors.at(count + (has_array ? 1 : 0) +
(has_shadow && !sepparate_dc ? 1 : 0) - 1);
expr += '('; expr += '(';
for (std::size_t i = 0; i < count; ++i) { for (std::size_t i = 0; i < count; ++i) {
expr += Visit(operation[i]).AsFloat(); expr += Visit(operation[i]).AsFloat();
@ -1712,14 +1713,13 @@ private:
const auto type = meta->sampler.IsShadow() ? Type::Float : Type::Int; const auto type = meta->sampler.IsShadow() ? Type::Float : Type::Int;
if (meta->sampler.IsShadow()) { if (meta->sampler.IsShadow()) {
return {GenerateTexture(operation, "Gather", return {GenerateTexture(operation, "Gather", {TextureAoffi{}}, true) +
{TextureAoffi{}}, true) +
GetSwizzle(meta->element), GetSwizzle(meta->element),
Type::Float}; Type::Float};
} else { } else {
return {GenerateTexture(operation, "Gather", return {GenerateTexture(operation, "Gather",
{TextureAoffi{}, TextureArgument{type, meta->component}}, {TextureAoffi{}, TextureArgument{type, meta->component}},
true) + false) +
GetSwizzle(meta->element), GetSwizzle(meta->element),
Type::Float}; Type::Float};
} }

View file

@ -107,8 +107,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
break; break;
} }
case OpCode::Id::TLD4S: { case OpCode::Id::TLD4S: {
UNIMPLEMENTED_IF_MSG(instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI), const bool uses_aoffi = instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI);
"AOFFI is not implemented"); UNIMPLEMENTED_IF_MSG(uses_aoffi, "AOFFI is not implemented");
const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC); const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
const Node op_a = GetRegister(instr.gpr8); const Node op_a = GetRegister(instr.gpr8);
@ -116,16 +116,23 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction. // TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
std::vector<Node> coords; std::vector<Node> coords;
Node dc_reg;
if (depth_compare) { if (depth_compare) {
// Note: TLD4S coordinate encoding works just like TEXS's // Note: TLD4S coordinate encoding works just like TEXS's
const Node op_y = GetRegister(instr.gpr8.Value() + 1); const Node op_y = GetRegister(instr.gpr8.Value() + 1);
coords.push_back(op_a); coords.push_back(op_a);
coords.push_back(op_y); coords.push_back(op_y);
coords.push_back(op_b); dc_reg = uses_aoffi ? GetRegister(instr.gpr20.Value() + 1) : op_b;
} else { } else {
coords.push_back(op_a); coords.push_back(op_a);
if (uses_aoffi) {
const Node op_y = GetRegister(instr.gpr8.Value() + 1);
coords.push_back(op_y);
} else {
coords.push_back(op_b); coords.push_back(op_b);
} }
dc_reg = {};
}
const Node component = Immediate(static_cast<u32>(instr.tld4s.component)); const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
const SamplerInfo info{TextureType::Texture2D, false, depth_compare}; const SamplerInfo info{TextureType::Texture2D, false, depth_compare};
@ -134,7 +141,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
Node4 values; Node4 values;
for (u32 element = 0; element < values.size(); ++element) { for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords; auto coords_copy = coords;
MetaTexture meta{sampler, {}, {}, {}, {}, {}, {}, component, element}; MetaTexture meta{sampler, {}, dc_reg, {}, {}, {}, {}, component, element};
values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy)); values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
} }