diff options
-rw-r--r-- | src/common/threadsafe_queue.h | 11 | ||||
-rw-r--r-- | src/video_core/engines/shader_bytecode.h | 3 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 29 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.cpp | 224 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.h | 22 | ||||
-rw-r--r-- | src/video_core/shader/decode/texture.cpp | 133 | ||||
-rw-r--r-- | src/video_core/shader/shader_ir.h | 6 |
7 files changed, 248 insertions, 180 deletions
diff --git a/src/common/threadsafe_queue.h b/src/common/threadsafe_queue.h index e714ba5b3..8268bbd5c 100644 --- a/src/common/threadsafe_queue.h +++ b/src/common/threadsafe_queue.h @@ -46,9 +46,16 @@ public: ElementPtr* new_ptr = new ElementPtr(); write_ptr->next.store(new_ptr, std::memory_order_release); write_ptr = new_ptr; - cv.notify_one(); - ++size; + const size_t previous_size{size++}; + + // Acquire the mutex and then immediately release it as a fence. + // TODO(bunnei): This can be replaced with C++20 waitable atomics when properly supported. + // See discussion on https://github.com/yuzu-emu/yuzu/pull/3173 for details. + if (previous_size == 0) { + std::lock_guard lock{cv_mutex}; + } + cv.notify_one(); } void Pop() { diff --git a/src/video_core/engines/shader_bytecode.h b/src/video_core/engines/shader_bytecode.h index 290d929df..d6a2cc8b8 100644 --- a/src/video_core/engines/shader_bytecode.h +++ b/src/video_core/engines/shader_bytecode.h @@ -1292,6 +1292,7 @@ union Instruction { BitField<50, 1, u64> dc_flag; BitField<51, 1, u64> aoffi_flag; BitField<52, 2, u64> component; + BitField<55, 1, u64> fp16_flag; bool UsesMiscMode(TextureMiscMode mode) const { switch (mode) { @@ -1972,7 +1973,7 @@ private: INST("1101-01---------", Id::TLDS, Type::Texture, "TLDS"), INST("110010----111---", Id::TLD4, Type::Texture, "TLD4"), INST("1101111011111---", Id::TLD4_B, Type::Texture, "TLD4_B"), - INST("1101111100------", Id::TLD4S, Type::Texture, "TLD4S"), + INST("11011111--00----", Id::TLD4S, Type::Texture, "TLD4S"), INST("110111110110----", Id::TMML_B, Type::Texture, "TMML_B"), INST("1101111101011---", Id::TMML, Type::Texture, "TMML"), INST("11011110011110--", Id::TXD_B, Type::Texture, "TXD_B"), diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index fa7049bbe..d1ae4be6d 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -1076,7 +1076,7 @@ private: } std::string GenerateTexture(Operation operation, const std::string& function_suffix, - const std::vector<TextureIR>& extras) { + const std::vector<TextureIR>& extras, bool sepparate_dc = false) { constexpr std::array coord_constructors = {"float", "vec2", "vec3", "vec4"}; const auto meta = std::get_if<MetaTexture>(&operation.GetMeta()); @@ -1091,7 +1091,8 @@ private: expr += "Offset"; } expr += '(' + GetSampler(meta->sampler) + ", "; - expr += coord_constructors.at(count + (has_array ? 1 : 0) + (has_shadow ? 1 : 0) - 1); + expr += coord_constructors.at(count + (has_array ? 1 : 0) + + (has_shadow && !sepparate_dc ? 1 : 0) - 1); expr += '('; for (std::size_t i = 0; i < count; ++i) { expr += Visit(operation[i]).AsFloat(); @@ -1104,9 +1105,14 @@ private: expr += ", float(" + Visit(meta->array).AsInt() + ')'; } if (has_shadow) { - expr += ", " + Visit(meta->depth_compare).AsFloat(); + if (sepparate_dc) { + expr += "), " + Visit(meta->depth_compare).AsFloat(); + } else { + expr += ", " + Visit(meta->depth_compare).AsFloat() + ')'; + } + } else { + expr += ')'; } - expr += ')'; for (const auto& variant : extras) { if (const auto argument = std::get_if<TextureArgument>(&variant)) { @@ -1706,10 +1712,17 @@ private: ASSERT(meta); const auto type = meta->sampler.IsShadow() ? Type::Float : Type::Int; - return {GenerateTexture(operation, "Gather", - {TextureAoffi{}, TextureArgument{type, meta->component}}) + - GetSwizzle(meta->element), - Type::Float}; + if (meta->sampler.IsShadow()) { + return {GenerateTexture(operation, "Gather", {TextureAoffi{}}, true) + + GetSwizzle(meta->element), + Type::Float}; + } else { + return {GenerateTexture(operation, "Gather", + {TextureAoffi{}, TextureArgument{type, meta->component}}, + false) + + GetSwizzle(meta->element), + Type::Float}; + } } Expression TextureQueryDimensions(Operation operation) { diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index a57a564f7..bba16afaf 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -24,19 +24,21 @@ namespace OpenGL { -static const char vertex_shader[] = R"( -#version 150 core +namespace { -in vec2 vert_position; -in vec2 vert_tex_coord; -out vec2 frag_tex_coord; +constexpr char vertex_shader[] = R"( +#version 430 core + +layout (location = 0) in vec2 vert_position; +layout (location = 1) in vec2 vert_tex_coord; +layout (location = 0) out vec2 frag_tex_coord; // This is a truncated 3x3 matrix for 2D transformations: // The upper-left 2x2 submatrix performs scaling/rotation/mirroring. // The third column performs translation. // The third row could be used for projection, which we don't need in 2D. It hence is assumed to // implicitly be [0, 0, 1] -uniform mat3x2 modelview_matrix; +layout (location = 0) uniform mat3x2 modelview_matrix; void main() { // Multiply input position by the rotscale part of the matrix and then manually translate by @@ -47,34 +49,29 @@ void main() { } )"; -static const char fragment_shader[] = R"( -#version 150 core +constexpr char fragment_shader[] = R"( +#version 430 core -in vec2 frag_tex_coord; -out vec4 color; +layout (location = 0) in vec2 frag_tex_coord; +layout (location = 0) out vec4 color; -uniform sampler2D color_texture; +layout (binding = 0) uniform sampler2D color_texture; void main() { - // Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to - // support more framebuffer pixel formats. color = texture(color_texture, frag_tex_coord); } )"; -/** - * Vertex structure that the drawn screen rectangles are composed of. - */ +constexpr GLint PositionLocation = 0; +constexpr GLint TexCoordLocation = 1; +constexpr GLint ModelViewMatrixLocation = 0; + struct ScreenRectVertex { - ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) { - position[0] = x; - position[1] = y; - tex_coord[0] = u; - tex_coord[1] = v; - } + constexpr ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) + : position{{x, y}}, tex_coord{{u, v}} {} - GLfloat position[2]; - GLfloat tex_coord[2]; + std::array<GLfloat, 2> position; + std::array<GLfloat, 2> tex_coord; }; /** @@ -84,18 +81,82 @@ struct ScreenRectVertex { * The projection part of the matrix is trivial, hence these operations are represented * by a 3x2 matrix. */ -static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height) { +std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) { std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order // clang-format off - matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f; - matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f; + matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f; + matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f; // Last matrix row is implicitly assumed to be [0, 0, 1]. // clang-format on return matrix; } +const char* GetSource(GLenum source) { + switch (source) { + case GL_DEBUG_SOURCE_API: + return "API"; + case GL_DEBUG_SOURCE_WINDOW_SYSTEM: + return "WINDOW_SYSTEM"; + case GL_DEBUG_SOURCE_SHADER_COMPILER: + return "SHADER_COMPILER"; + case GL_DEBUG_SOURCE_THIRD_PARTY: + return "THIRD_PARTY"; + case GL_DEBUG_SOURCE_APPLICATION: + return "APPLICATION"; + case GL_DEBUG_SOURCE_OTHER: + return "OTHER"; + default: + UNREACHABLE(); + return "Unknown source"; + } +} + +const char* GetType(GLenum type) { + switch (type) { + case GL_DEBUG_TYPE_ERROR: + return "ERROR"; + case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: + return "DEPRECATED_BEHAVIOR"; + case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: + return "UNDEFINED_BEHAVIOR"; + case GL_DEBUG_TYPE_PORTABILITY: + return "PORTABILITY"; + case GL_DEBUG_TYPE_PERFORMANCE: + return "PERFORMANCE"; + case GL_DEBUG_TYPE_OTHER: + return "OTHER"; + case GL_DEBUG_TYPE_MARKER: + return "MARKER"; + default: + UNREACHABLE(); + return "Unknown type"; + } +} + +void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, + const GLchar* message, const void* user_param) { + const char format[] = "{} {} {}: {}"; + const char* const str_source = GetSource(source); + const char* const str_type = GetType(type); + + switch (severity) { + case GL_DEBUG_SEVERITY_HIGH: + LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message); + break; + case GL_DEBUG_SEVERITY_MEDIUM: + LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message); + break; + case GL_DEBUG_SEVERITY_NOTIFICATION: + case GL_DEBUG_SEVERITY_LOW: + LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message); + break; + } +} + +} // Anonymous namespace + RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system) : VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {} @@ -138,9 +199,6 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) { prev_state.Apply(); } -/** - * Loads framebuffer from emulated memory into the active OpenGL texture. - */ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) { // Framebuffer orientation handling framebuffer_transform_flags = framebuffer.transform_flags; @@ -181,19 +239,12 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } -/** - * Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can - * be 1x1 but will stretch across whatever it's rendered on. - */ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a, const TextureInfo& texture) { const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r}; glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data); } -/** - * Initializes the OpenGL state and creates persistent objects. - */ void RendererOpenGL::InitOpenGLObjects() { glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f); @@ -203,10 +254,6 @@ void RendererOpenGL::InitOpenGLObjects() { state.draw.shader_program = shader.handle; state.AllDirty(); state.Apply(); - uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); - uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture"); - attrib_position = glGetAttribLocation(shader.handle, "vert_position"); - attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord"); // Generate VBO handle for drawing vertex_buffer.Create(); @@ -217,14 +264,14 @@ void RendererOpenGL::InitOpenGLObjects() { // Attach vertex data to VAO glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); - glVertexArrayAttribFormat(vertex_array.handle, attrib_position, 2, GL_FLOAT, GL_FALSE, + glVertexArrayAttribFormat(vertex_array.handle, PositionLocation, 2, GL_FLOAT, GL_FALSE, offsetof(ScreenRectVertex, position)); - glVertexArrayAttribFormat(vertex_array.handle, attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, + glVertexArrayAttribFormat(vertex_array.handle, TexCoordLocation, 2, GL_FLOAT, GL_FALSE, offsetof(ScreenRectVertex, tex_coord)); - glVertexArrayAttribBinding(vertex_array.handle, attrib_position, 0); - glVertexArrayAttribBinding(vertex_array.handle, attrib_tex_coord, 0); - glEnableVertexArrayAttrib(vertex_array.handle, attrib_position); - glEnableVertexArrayAttrib(vertex_array.handle, attrib_tex_coord); + glVertexArrayAttribBinding(vertex_array.handle, PositionLocation, 0); + glVertexArrayAttribBinding(vertex_array.handle, TexCoordLocation, 0); + glEnableVertexArrayAttrib(vertex_array.handle, PositionLocation); + glEnableVertexArrayAttrib(vertex_array.handle, TexCoordLocation); glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex)); @@ -331,18 +378,18 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, static_cast<f32>(screen_info.texture.height); } - std::array<ScreenRectVertex, 4> vertices = {{ + const std::array vertices = { ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v), ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v), ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v), ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v), - }}; + }; state.textures[0] = screen_info.display_texture; state.framebuffer_srgb.enabled = screen_info.display_srgb; state.AllDirty(); state.Apply(); - glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data()); + glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices)); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // Restore default state state.framebuffer_srgb.enabled = false; @@ -351,9 +398,6 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, state.Apply(); } -/** - * Draws the emulated screens to the emulator window. - */ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { if (renderer_settings.set_background_color) { // Update background color before drawing @@ -367,21 +411,17 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { glClear(GL_COLOR_BUFFER_BIT); // Set projection matrix - std::array<GLfloat, 3 * 2> ortho_matrix = - MakeOrthographicMatrix((float)layout.width, (float)layout.height); - glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); - - // Bind texture in Texture Unit 0 - glActiveTexture(GL_TEXTURE0); - glUniform1i(uniform_color_texture, 0); + const std::array ortho_matrix = + MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height)); + glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data()); - DrawScreenTriangles(screen_info, (float)screen.left, (float)screen.top, - (float)screen.GetWidth(), (float)screen.GetHeight()); + DrawScreenTriangles(screen_info, static_cast<float>(screen.left), + static_cast<float>(screen.top), static_cast<float>(screen.GetWidth()), + static_cast<float>(screen.GetHeight())); m_current_frame++; } -/// Updates the framerate void RendererOpenGL::UpdateFramerate() {} void RendererOpenGL::CaptureScreenshot() { @@ -418,63 +458,6 @@ void RendererOpenGL::CaptureScreenshot() { renderer_settings.screenshot_requested = false; } -static const char* GetSource(GLenum source) { -#define RET(s) \ - case GL_DEBUG_SOURCE_##s: \ - return #s - switch (source) { - RET(API); - RET(WINDOW_SYSTEM); - RET(SHADER_COMPILER); - RET(THIRD_PARTY); - RET(APPLICATION); - RET(OTHER); - default: - UNREACHABLE(); - return "Unknown source"; - } -#undef RET -} - -static const char* GetType(GLenum type) { -#define RET(t) \ - case GL_DEBUG_TYPE_##t: \ - return #t - switch (type) { - RET(ERROR); - RET(DEPRECATED_BEHAVIOR); - RET(UNDEFINED_BEHAVIOR); - RET(PORTABILITY); - RET(PERFORMANCE); - RET(OTHER); - RET(MARKER); - default: - UNREACHABLE(); - return "Unknown type"; - } -#undef RET -} - -static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, - GLsizei length, const GLchar* message, const void* user_param) { - const char format[] = "{} {} {}: {}"; - const char* const str_source = GetSource(source); - const char* const str_type = GetType(type); - - switch (severity) { - case GL_DEBUG_SEVERITY_HIGH: - LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message); - break; - case GL_DEBUG_SEVERITY_MEDIUM: - LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message); - break; - case GL_DEBUG_SEVERITY_NOTIFICATION: - case GL_DEBUG_SEVERITY_LOW: - LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message); - break; - } -} - bool RendererOpenGL::Init() { Core::Frontend::ScopeAcquireWindowContext acquire_context{render_window}; @@ -495,7 +478,6 @@ bool RendererOpenGL::Init() { return true; } -/// Shutdown the renderer void RendererOpenGL::ShutDown() {} } // namespace OpenGL diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index cf26628ca..b56328a7f 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -59,21 +59,31 @@ public: void ShutDown() override; private: + /// Initializes the OpenGL state and creates persistent objects. void InitOpenGLObjects(); + void AddTelemetryFields(); + void CreateRasterizer(); void ConfigureFramebufferTexture(TextureInfo& texture, const Tegra::FramebufferConfig& framebuffer); + + /// Draws the emulated screens to the emulator window. void DrawScreen(const Layout::FramebufferLayout& layout); + void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h); + + /// Updates the framerate. void UpdateFramerate(); void CaptureScreenshot(); - // Loads framebuffer from emulated memory into the display information structure + /// Loads framebuffer from emulated memory into the active OpenGL texture. void LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer); - // Fills active OpenGL texture with the given RGBA color. + + /// Fills active OpenGL texture with the given RGB color.Since the color is solid, the texture + /// can be 1x1 but will stretch across whatever it's rendered on. void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a, const TextureInfo& texture); @@ -94,14 +104,6 @@ private: /// OpenGL framebuffer data std::vector<u8> gl_framebuffer_data; - // Shader uniform location indices - GLuint uniform_modelview_matrix; - GLuint uniform_color_texture; - - // Shader attribute input indices - GLuint attrib_position; - GLuint attrib_tex_coord; - /// Used for transforming the framebuffer orientation Tegra::FramebufferConfig::TransformFlags framebuffer_transform_flags; Common::Rectangle<int> framebuffer_crop_rect; diff --git a/src/video_core/shader/decode/texture.cpp b/src/video_core/shader/decode/texture.cpp index da8e886df..994c05611 100644 --- a/src/video_core/shader/decode/texture.cpp +++ b/src/video_core/shader/decode/texture.cpp @@ -107,8 +107,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) { break; } case OpCode::Id::TLD4S: { - UNIMPLEMENTED_IF_MSG(instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI), - "AOFFI is not implemented"); + const bool uses_aoffi = instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI); + UNIMPLEMENTED_IF_MSG(uses_aoffi, "AOFFI is not implemented"); const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC); const Node op_a = GetRegister(instr.gpr8); @@ -116,29 +116,40 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) { // TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction. std::vector<Node> coords; + Node dc_reg; if (depth_compare) { // Note: TLD4S coordinate encoding works just like TEXS's const Node op_y = GetRegister(instr.gpr8.Value() + 1); coords.push_back(op_a); coords.push_back(op_y); - coords.push_back(op_b); + dc_reg = uses_aoffi ? GetRegister(instr.gpr20.Value() + 1) : op_b; } else { coords.push_back(op_a); - coords.push_back(op_b); + if (uses_aoffi) { + const Node op_y = GetRegister(instr.gpr8.Value() + 1); + coords.push_back(op_y); + } else { + coords.push_back(op_b); + } + dc_reg = {}; } const Node component = Immediate(static_cast<u32>(instr.tld4s.component)); const SamplerInfo info{TextureType::Texture2D, false, depth_compare}; - const auto& sampler = GetSampler(instr.sampler, info); + const Sampler& sampler = *GetSampler(instr.sampler, info); Node4 values; for (u32 element = 0; element < values.size(); ++element) { 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)); } - WriteTexsInstructionFloat(bb, instr, values, true); + if (instr.tld4s.fp16_flag) { + WriteTexsInstructionHalfFloat(bb, instr, values, true); + } else { + WriteTexsInstructionFloat(bb, instr, values, true); + } break; } case OpCode::Id::TXD_B: @@ -154,9 +165,17 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) { const auto texture_type = instr.txd.texture_type.Value(); const auto coord_count = GetCoordCount(texture_type); - const auto& sampler = is_bindless - ? GetBindlessSampler(base_reg, {{texture_type, false, false}}) - : GetSampler(instr.sampler, {{texture_type, false, false}}); + const Sampler* sampler = is_bindless + ? GetBindlessSampler(base_reg, {{texture_type, false, false}}) + : GetSampler(instr.sampler, {{texture_type, false, false}}); + Node4 values; + if (sampler == nullptr) { + for (u32 element = 0; element < values.size(); ++element) { + values[element] = Immediate(0); + } + WriteTexInstructionFloat(bb, instr, values); + break; + } if (is_bindless) { base_reg++; } @@ -170,9 +189,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) { derivates.push_back(GetRegister(derivate_reg + derivate + 1)); } - Node4 values; for (u32 element = 0; element < values.size(); ++element) { - MetaTexture meta{sampler, {}, {}, {}, derivates, {}, {}, {}, element}; + MetaTexture meta{*sampler, {}, {}, {}, derivates, {}, {}, {}, element}; values[element] = Operation(OperationCode::TextureGradient, std::move(meta), coords); } @@ -187,9 +205,24 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) { // TODO: The new commits on the texture refactor, change the way samplers work. // Sadly, not all texture instructions specify the type of texture their sampler // uses. This must be fixed at a later instance. - const auto& sampler = + const Sampler* sampler = is_bindless ? GetBindlessSampler(instr.gpr8) : GetSampler(instr.sampler); + if (sampler == nullptr) { + u32 indexer = 0; + for (u32 element = 0; element < 4; ++element) { + if (!instr.txq.IsComponentEnabled(element)) { + continue; + } + const Node value = Immediate(0); + SetTemporary(bb, indexer++, value); + } + for (u32 i = 0; i < indexer; ++i) { + SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i)); + } + break; + } + u32 indexer = 0; switch (instr.txq.query_type) { case Tegra::Shader::TextureQueryType::Dimension: { @@ -197,7 +230,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) { if (!instr.txq.IsComponentEnabled(element)) { continue; } - MetaTexture meta{sampler, {}, {}, {}, {}, {}, {}, {}, element}; + MetaTexture meta{*sampler, {}, {}, {}, {}, {}, {}, {}, element}; const Node value = Operation(OperationCode::TextureQueryDimensions, meta, GetRegister(instr.gpr8.Value() + (is_bindless ? 1 : 0))); @@ -223,9 +256,24 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) { auto texture_type = instr.tmml.texture_type.Value(); const bool is_array = instr.tmml.array != 0; - const auto& sampler = + const Sampler* sampler = is_bindless ? GetBindlessSampler(instr.gpr20) : GetSampler(instr.sampler); + if (sampler == nullptr) { + u32 indexer = 0; + for (u32 element = 0; element < 2; ++element) { + if (!instr.tmml.IsComponentEnabled(element)) { + continue; + } + const Node value = Immediate(0); + SetTemporary(bb, indexer++, value); + } + for (u32 i = 0; i < indexer; ++i) { + SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i)); + } + break; + } + std::vector<Node> coords; // TODO: Add coordinates for different samplers once other texture types are implemented. @@ -251,7 +299,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) { continue; } auto params = coords; - MetaTexture meta{sampler, {}, {}, {}, {}, {}, {}, {}, element}; + MetaTexture meta{*sampler, {}, {}, {}, {}, {}, {}, {}, element}; const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params)); SetTemporary(bb, indexer++, value); } @@ -307,7 +355,7 @@ ShaderIR::SamplerInfo ShaderIR::GetSamplerInfo(std::optional<SamplerInfo> sample sampler->is_buffer != 0}; } -const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, +const Sampler* ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, std::optional<SamplerInfo> sampler_info) { const auto offset = static_cast<u32>(sampler.index.Value()); const auto info = GetSamplerInfo(sampler_info, offset); @@ -319,21 +367,24 @@ const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, if (it != used_samplers.end()) { ASSERT(!it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array && it->IsShadow() == info.is_shadow && it->IsBuffer() == info.is_buffer); - return *it; + return &(*it); } // Otherwise create a new mapping for this sampler const auto next_index = static_cast<u32>(used_samplers.size()); - return used_samplers.emplace_back(next_index, offset, info.type, info.is_array, info.is_shadow, - info.is_buffer); + return &used_samplers.emplace_back(next_index, offset, info.type, info.is_array, info.is_shadow, + info.is_buffer); } -const Sampler& ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, +const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, std::optional<SamplerInfo> sampler_info) { const Node sampler_register = GetRegister(reg); const auto [base_sampler, buffer, offset] = TrackCbuf(sampler_register, global_code, static_cast<s64>(global_code.size())); ASSERT(base_sampler != nullptr); + if (base_sampler == nullptr) { + return nullptr; + } const auto info = GetSamplerInfo(sampler_info, offset, buffer); @@ -346,13 +397,13 @@ const Sampler& ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, if (it != used_samplers.end()) { ASSERT(it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array && it->IsShadow() == info.is_shadow); - return *it; + return &(*it); } // Otherwise create a new mapping for this sampler const auto next_index = static_cast<u32>(used_samplers.size()); - return used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array, - info.is_shadow, info.is_buffer); + return &used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array, + info.is_shadow, info.is_buffer); } void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) { @@ -395,14 +446,14 @@ void ShaderIR::WriteTexsInstructionFloat(NodeBlock& bb, Instruction instr, const } void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr, - const Node4& components) { + const Node4& components, bool ignore_mask) { // TEXS.F16 destionation registers are packed in two registers in pairs (just like any half // float instruction). Node4 values; u32 dest_elem = 0; for (u32 component = 0; component < 4; ++component) { - if (!instr.texs.IsComponentEnabled(component)) + if (!instr.texs.IsComponentEnabled(component) && !ignore_mask) continue; values[dest_elem++] = components[component]; } @@ -438,8 +489,15 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type, "This method is not supported."); const SamplerInfo info{texture_type, is_array, is_shadow, false}; - const auto& sampler = + const Sampler* sampler = is_bindless ? GetBindlessSampler(*bindless_reg, info) : GetSampler(instr.sampler, info); + Node4 values; + if (sampler == nullptr) { + for (u32 element = 0; element < values.size(); ++element) { + values[element] = Immediate(0); + } + return values; + } const bool lod_needed = process_mode == TextureProcessMode::LZ || process_mode == TextureProcessMode::LL || @@ -478,10 +536,9 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type, } } - Node4 values; for (u32 element = 0; element < values.size(); ++element) { auto copy_coords = coords; - MetaTexture meta{sampler, array, depth_compare, aoffi, {}, bias, lod, {}, element}; + MetaTexture meta{*sampler, array, depth_compare, aoffi, {}, bias, lod, {}, element}; values[element] = Operation(read_method, meta, std::move(copy_coords)); } @@ -594,8 +651,15 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de u64 parameter_register = instr.gpr20.Value(); const SamplerInfo info{texture_type, is_array, depth_compare, false}; - const auto& sampler = is_bindless ? GetBindlessSampler(parameter_register++, info) - : GetSampler(instr.sampler, info); + const Sampler* sampler = is_bindless ? GetBindlessSampler(parameter_register++, info) + : GetSampler(instr.sampler, info); + Node4 values; + if (sampler == nullptr) { + for (u32 element = 0; element < values.size(); ++element) { + values[element] = Immediate(0); + } + return values; + } std::vector<Node> aoffi; if (is_aoffi) { @@ -610,10 +674,9 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de const Node component = is_bindless ? Immediate(static_cast<u32>(instr.tld4_b.component)) : Immediate(static_cast<u32>(instr.tld4.component)); - Node4 values; for (u32 element = 0; element < values.size(); ++element) { auto coords_copy = coords; - MetaTexture meta{sampler, GetRegister(array_register), dc, aoffi, {}, {}, {}, component, + MetaTexture meta{*sampler, GetRegister(array_register), dc, aoffi, {}, {}, {}, component, element}; values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy)); } @@ -642,7 +705,7 @@ Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) { // const Node aoffi_register{is_aoffi ? GetRegister(gpr20_cursor++) : nullptr}; // const Node multisample{is_multisample ? GetRegister(gpr20_cursor++) : nullptr}; - const auto& sampler = GetSampler(instr.sampler); + const auto& sampler = *GetSampler(instr.sampler); Node4 values; for (u32 element = 0; element < values.size(); ++element) { @@ -655,7 +718,7 @@ Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) { } Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is_array) { - const auto& sampler = GetSampler(instr.sampler); + const Sampler& sampler = *GetSampler(instr.sampler); const std::size_t type_coord_count = GetCoordCount(texture_type); const bool lod_enabled = instr.tlds.GetTextureProcessMode() == TextureProcessMode::LL; diff --git a/src/video_core/shader/shader_ir.h b/src/video_core/shader/shader_ir.h index 580f84fcb..04ae5f822 100644 --- a/src/video_core/shader/shader_ir.h +++ b/src/video_core/shader/shader_ir.h @@ -313,11 +313,11 @@ private: std::optional<u32> buffer = std::nullopt); /// Accesses a texture sampler - const Sampler& GetSampler(const Tegra::Shader::Sampler& sampler, + const Sampler* GetSampler(const Tegra::Shader::Sampler& sampler, std::optional<SamplerInfo> sampler_info = std::nullopt); /// Accesses a texture sampler for a bindless texture. - const Sampler& GetBindlessSampler(Tegra::Shader::Register reg, + const Sampler* GetBindlessSampler(Tegra::Shader::Register reg, std::optional<SamplerInfo> sampler_info = std::nullopt); /// Accesses an image. @@ -338,7 +338,7 @@ private: void WriteTexsInstructionFloat(NodeBlock& bb, Tegra::Shader::Instruction instr, const Node4& components, bool ignore_mask = false); void WriteTexsInstructionHalfFloat(NodeBlock& bb, Tegra::Shader::Instruction instr, - const Node4& components); + const Node4& components, bool ignore_mask = false); Node4 GetTexCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type, Tegra::Shader::TextureProcessMode process_mode, bool depth_compare, |