shader/texture: Implement AOFFI for TLD4S
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@ -107,41 +107,46 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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break;
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break;
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}
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}
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case OpCode::Id::TLD4S: {
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case OpCode::Id::TLD4S: {
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const bool uses_aoffi = instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI);
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constexpr std::size_t num_coords = 2;
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UNIMPLEMENTED_IF_MSG(uses_aoffi, "AOFFI is not implemented");
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const bool is_aoffi = instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI);
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const bool is_depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
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const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
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const Node op_a = GetRegister(instr.gpr8);
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const Node op_a = GetRegister(instr.gpr8);
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const Node op_b = GetRegister(instr.gpr20);
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const Node op_b = GetRegister(instr.gpr20);
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// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
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// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
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std::vector<Node> coords;
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std::vector<Node> coords;
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Node dc_reg;
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std::vector<Node> aoffi;
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if (depth_compare) {
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Node depth_compare;
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if (is_depth_compare) {
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// Note: TLD4S coordinate encoding works just like TEXS's
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// Note: TLD4S coordinate encoding works just like TEXS's
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const Node op_y = GetRegister(instr.gpr8.Value() + 1);
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const Node op_y = GetRegister(instr.gpr8.Value() + 1);
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coords.push_back(op_a);
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coords.push_back(op_a);
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coords.push_back(op_y);
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coords.push_back(op_y);
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dc_reg = uses_aoffi ? GetRegister(instr.gpr20.Value() + 1) : op_b;
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if (is_aoffi) {
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aoffi = GetAoffiCoordinates(op_b, num_coords, true);
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depth_compare = GetRegister(instr.gpr20.Value() + 1);
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} else {
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depth_compare = op_b;
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}
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} else {
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} else {
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// There's no depth compare
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coords.push_back(op_a);
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coords.push_back(op_a);
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if (uses_aoffi) {
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if (is_aoffi) {
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const Node op_y = GetRegister(instr.gpr8.Value() + 1);
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coords.push_back(GetRegister(instr.gpr8.Value() + 1));
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coords.push_back(op_y);
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aoffi = GetAoffiCoordinates(op_b, num_coords, true);
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} else {
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} else {
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coords.push_back(op_b);
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coords.push_back(op_b);
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}
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}
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dc_reg = {};
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}
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}
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const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
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const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
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const SamplerInfo info{TextureType::Texture2D, false, depth_compare};
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const SamplerInfo info{TextureType::Texture2D, false, is_depth_compare};
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const Sampler& sampler = *GetSampler(instr.sampler, info);
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const Sampler& sampler = *GetSampler(instr.sampler, info);
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Node4 values;
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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auto coords_copy = coords;
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MetaTexture meta{sampler, {}, dc_reg, {}, {}, {}, {}, component, element};
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MetaTexture meta{sampler, {}, depth_compare, aoffi, {}, {}, {}, component, element};
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values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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}
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}
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