Fix TEXS Instruction encodings

This commit is contained in:
FernandoS27 2018-11-22 22:51:25 -04:00
parent 9c2127d5eb
commit 7668ef51d6

View file

@ -2676,14 +2676,29 @@ 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);
if (depth_compare) auto process_mode = instr.texs.GetTextureProcessMode();
num_coordinates += 1; std::string lod_value;
u32 lod_offset = 0;
if (process_mode == Tegra::Shader::TextureProcessMode::LL) {
if (num_coordinates > 2) {
lod_value = regs.GetRegisterAsFloat(instr.gpr20.Value() + 1);
lod_offset = 2;
} else {
lod_value = regs.GetRegisterAsFloat(instr.gpr20);
lod_offset = 1;
}
}
// Scope to avoid variable name overlaps. // Scope to avoid variable name overlaps.
shader.AddLine('{'); shader.AddLine('{');
++shader.scope; ++shader.scope;
switch (num_coordinates) { switch (num_coordinates) {
case 1: {
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
coord = "float coords = " + x + ';';
break;
}
case 2: { case 2: {
if (is_array) { if (is_array) {
const std::string index = regs.GetRegisterAsInteger(instr.gpr8); const std::string index = regs.GetRegisterAsInteger(instr.gpr8);
@ -2691,26 +2706,37 @@ private:
const std::string y = regs.GetRegisterAsFloat(instr.gpr20); const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + index + ");"); shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + index + ");");
} else { } else {
const std::string x = regs.GetRegisterAsFloat(instr.gpr8); if (lod_offset != 0) {
const std::string y = regs.GetRegisterAsFloat(instr.gpr20); if (depth_compare) {
shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");"); const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
const std::string z = regs.GetRegisterAsFloat(instr.gpr20.Value() + lod_offset);
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
} else {
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
coord = "vec2 coords = vec2(" + x + ", " + y + ");";
}
} else {
if (depth_compare) {
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
} else {
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
coord = "vec2 coords = vec2(" + x + ", " + y + ");";
}
}
} }
break; break;
} }
case 3: { case 3: {
if (is_array) { const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
const std::string index = regs.GetRegisterAsInteger(instr.gpr8); const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 2); coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
shader.AddLine("vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " +
index + ");");
} else {
const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + z + ");");
}
break; break;
} }
default: default:
@ -2727,22 +2753,22 @@ private:
const std::string sampler = const std::string sampler =
GetSampler(instr.sampler, texture_type, is_array, depth_compare); GetSampler(instr.sampler, texture_type, is_array, depth_compare);
std::string texture; std::string texture;
switch (instr.texs.GetTextureProcessMode()) { switch (process_mode) {
case Tegra::Shader::TextureProcessMode::None: { case Tegra::Shader::TextureProcessMode::None: {
texture = "texture(" + sampler + ", coords)"; texture = "texture(" + sampler + ", coords)";
break; break;
} }
case Tegra::Shader::TextureProcessMode::LZ: { case Tegra::Shader::TextureProcessMode::LZ: {
if (depth_compare && is_array) { if (depth_compare && is_array) {
texture = "texture(" + sampler + ", coords)"; // Since we got an OpenGL limitation, we set bias very high to enforce mipmap 0
texture = "texture(" + sampler + ", coords, 1000.0)";
} else { } else {
texture = "textureLod(" + sampler + ", coords, 0.0)"; texture = "textureLod(" + sampler + ", coords, 0.0)";
} }
break; break;
} }
case Tegra::Shader::TextureProcessMode::LL: { case Tegra::Shader::TextureProcessMode::LL: {
const std::string op_c = regs.GetRegisterAsFloat(instr.gpr20.Value() + 1); texture = "textureLod(" + sampler + ", coords, " + lod_value + ')';
texture = "textureLod(" + sampler + ", coords, " + op_c + ')';
break; break;
} }
default: { default: {