Merge pull request #494 from bunnei/shader-tex
gl_shader_decompiler: Implement TEX, fixes for TEXS.
This commit is contained in:
commit
bb9d39b8fe
|
@ -261,6 +261,19 @@ union Instruction {
|
||||||
BitField<50, 1, u64> saturate_a;
|
BitField<50, 1, u64> saturate_a;
|
||||||
} conversion;
|
} conversion;
|
||||||
|
|
||||||
|
union {
|
||||||
|
BitField<31, 4, u64> component_mask;
|
||||||
|
|
||||||
|
bool IsComponentEnabled(size_t component) const {
|
||||||
|
return ((1 << component) & component_mask) != 0;
|
||||||
|
}
|
||||||
|
} tex;
|
||||||
|
|
||||||
|
union {
|
||||||
|
// TODO(bunnei): This is just a guess, needs to be verified
|
||||||
|
BitField<52, 1, u64> enable_g_component;
|
||||||
|
} texs;
|
||||||
|
|
||||||
BitField<61, 1, u64> is_b_imm;
|
BitField<61, 1, u64> is_b_imm;
|
||||||
BitField<60, 1, u64> is_b_gpr;
|
BitField<60, 1, u64> is_b_gpr;
|
||||||
BitField<59, 1, u64> is_c_gpr;
|
BitField<59, 1, u64> is_c_gpr;
|
||||||
|
@ -281,6 +294,7 @@ public:
|
||||||
KIL,
|
KIL,
|
||||||
LD_A,
|
LD_A,
|
||||||
ST_A,
|
ST_A,
|
||||||
|
TEX,
|
||||||
TEXQ, // Texture Query
|
TEXQ, // Texture Query
|
||||||
TEXS, // Texture Fetch with scalar/non-vec4 source/destinations
|
TEXS, // Texture Fetch with scalar/non-vec4 source/destinations
|
||||||
TLDS, // Texture Load with scalar/non-vec4 source/destinations
|
TLDS, // Texture Load with scalar/non-vec4 source/destinations
|
||||||
|
@ -444,6 +458,7 @@ private:
|
||||||
INST("111000110011----", Id::KIL, Type::Flow, "KIL"),
|
INST("111000110011----", Id::KIL, Type::Flow, "KIL"),
|
||||||
INST("1110111111011---", Id::LD_A, Type::Memory, "LD_A"),
|
INST("1110111111011---", Id::LD_A, Type::Memory, "LD_A"),
|
||||||
INST("1110111111110---", Id::ST_A, Type::Memory, "ST_A"),
|
INST("1110111111110---", Id::ST_A, Type::Memory, "ST_A"),
|
||||||
|
INST("1100000000111---", Id::TEX, Type::Memory, "TEX"),
|
||||||
INST("1101111101001---", Id::TEXQ, Type::Memory, "TEXQ"),
|
INST("1101111101001---", Id::TEXQ, Type::Memory, "TEXQ"),
|
||||||
INST("1101100---------", Id::TEXS, Type::Memory, "TEXS"),
|
INST("1101100---------", Id::TEXS, Type::Memory, "TEXS"),
|
||||||
INST("1101101---------", Id::TLDS, Type::Memory, "TLDS"),
|
INST("1101101---------", Id::TLDS, Type::Memory, "TLDS"),
|
||||||
|
|
|
@ -896,6 +896,32 @@ private:
|
||||||
instr.gpr0);
|
instr.gpr0);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
case OpCode::Id::TEX: {
|
||||||
|
ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
|
||||||
|
const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
|
||||||
|
const std::string op_b = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
|
||||||
|
const std::string sampler = GetSampler(instr.sampler);
|
||||||
|
const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
|
||||||
|
// 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);
|
||||||
|
const std::string texture = "texture(" + sampler + ", coords)";
|
||||||
|
|
||||||
|
size_t dest_elem{};
|
||||||
|
for (size_t elem = 0; elem < instr.attribute.fmt20.size; ++elem) {
|
||||||
|
if (!instr.tex.IsComponentEnabled(elem)) {
|
||||||
|
// Skip disabled components
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
|
||||||
|
++dest_elem;
|
||||||
|
}
|
||||||
|
--shader.scope;
|
||||||
|
shader.AddLine("}");
|
||||||
|
break;
|
||||||
|
}
|
||||||
case OpCode::Id::TEXS: {
|
case OpCode::Id::TEXS: {
|
||||||
ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
|
ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
|
||||||
const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
|
const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
|
||||||
|
@ -908,8 +934,23 @@ private:
|
||||||
++shader.scope;
|
++shader.scope;
|
||||||
shader.AddLine(coord);
|
shader.AddLine(coord);
|
||||||
const std::string texture = "texture(" + sampler + ", coords)";
|
const std::string texture = "texture(" + sampler + ", coords)";
|
||||||
for (unsigned elem = 0; elem < instr.attribute.fmt20.size; ++elem) {
|
|
||||||
regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, elem);
|
// TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA goes
|
||||||
|
// into gpr28+0 and gpr28+1
|
||||||
|
size_t offset{};
|
||||||
|
for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) {
|
||||||
|
for (unsigned elem = 0; elem < 2; ++elem) {
|
||||||
|
if (dest + elem >= Register::ZeroIndex) {
|
||||||
|
// Skip invalid register values
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
regs.SetRegisterToFloat(dest, elem + offset, texture, 1, 4, false, elem);
|
||||||
|
if (!instr.texs.enable_g_component) {
|
||||||
|
// Skip the second component
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
offset += 2;
|
||||||
}
|
}
|
||||||
--shader.scope;
|
--shader.scope;
|
||||||
shader.AddLine("}");
|
shader.AddLine("}");
|
||||||
|
|
Loading…
Reference in New Issue