mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-10-01 12:30:00 +02:00
Add partial support to the TEX.B shader instruction (#342)
* Add partial support to the TEX.B shader instruction, fix for mixed indexed and non-indexed drawing * Better exception
This commit is contained in:
parent
4518c52c65
commit
09593ae6d8
7 changed files with 153 additions and 42 deletions
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@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.Shader
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@ -19,7 +20,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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public const int PositionOutAttrLocation = 15;
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private const int AttrStartIndex = 8;
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private const int TexStartIndex = 8;
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private const int TexStartIndex = 8;
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public const string PositionOutAttrName = "position";
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@ -46,6 +47,8 @@ namespace Ryujinx.Graphics.Gal.Shader
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private string StagePrefix;
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private Dictionary<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
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private Dictionary<int, ShaderDeclInfo> m_Textures;
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private Dictionary<int, ShaderDeclInfo> m_Uniforms;
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@ -56,6 +59,8 @@ namespace Ryujinx.Graphics.Gal.Shader
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private Dictionary<int, ShaderDeclInfo> m_Gprs;
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private Dictionary<int, ShaderDeclInfo> m_Preds;
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public IReadOnlyDictionary<ShaderIrOp, ShaderDeclInfo> CbTextures => m_CbTextures;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
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@ -72,8 +77,10 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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this.ShaderType = ShaderType;
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m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
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m_CbTextures = new Dictionary<ShaderIrOp, ShaderDeclInfo>();
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m_Textures = new Dictionary<int, ShaderDeclInfo>();
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m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
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m_Attributes = new Dictionary<int, ShaderDeclInfo>();
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m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
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@ -89,14 +96,16 @@ namespace Ryujinx.Graphics.Gal.Shader
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if (ShaderType == GalShaderType.Fragment)
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{
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m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, 0, 4));
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m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, false, 0, 4));
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}
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foreach (ShaderIrBlock Block in Blocks)
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{
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foreach (ShaderIrNode Node in Block.GetNodes())
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ShaderIrNode[] Nodes = Block.GetNodes();
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foreach (ShaderIrNode Node in Nodes)
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{
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Traverse(null, Node);
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Traverse(Nodes, null, Node);
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}
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}
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}
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@ -152,31 +161,31 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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}
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private void Traverse(ShaderIrNode Parent, ShaderIrNode Node)
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private void Traverse(ShaderIrNode[] Nodes, ShaderIrNode Parent, ShaderIrNode Node)
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{
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switch (Node)
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{
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case ShaderIrAsg Asg:
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{
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Traverse(Asg, Asg.Dst);
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Traverse(Asg, Asg.Src);
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Traverse(Nodes, Asg, Asg.Dst);
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Traverse(Nodes, Asg, Asg.Src);
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break;
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}
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case ShaderIrCond Cond:
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{
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Traverse(Cond, Cond.Pred);
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Traverse(Cond, Cond.Child);
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Traverse(Nodes, Cond, Cond.Pred);
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Traverse(Nodes, Cond, Cond.Child);
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break;
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}
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case ShaderIrOp Op:
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{
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Traverse(Op, Op.OperandA);
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Traverse(Op, Op.OperandB);
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Traverse(Op, Op.OperandC);
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Traverse(Nodes, Op, Op.OperandA);
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Traverse(Nodes, Op, Op.OperandB);
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Traverse(Nodes, Op, Op.OperandC);
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if (Op.Inst == ShaderIrInst.Texq ||
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Op.Inst == ShaderIrInst.Texs ||
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@ -190,6 +199,38 @@ namespace Ryujinx.Graphics.Gal.Shader
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m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle));
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}
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else if (Op.Inst == ShaderIrInst.Texb)
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{
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ShaderIrNode HandleSrc = null;
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int Index = Array.IndexOf(Nodes, Parent) - 1;
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for (; Index >= 0; Index--)
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{
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ShaderIrNode Curr = Nodes[Index];
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if (Curr is ShaderIrAsg Asg && Asg.Dst is ShaderIrOperGpr Gpr)
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{
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if (Gpr.Index == ((ShaderIrOperGpr)Op.OperandC).Index)
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{
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HandleSrc = Asg.Src;
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break;
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}
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}
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}
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if (HandleSrc != null && HandleSrc is ShaderIrOperCbuf Cbuf)
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{
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string Name = StagePrefix + TextureName + "_cb" + Cbuf.Index + "_" + Cbuf.Pos;
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m_CbTextures.Add(Op, new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index));
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}
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else
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{
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throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
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}
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}
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break;
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}
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@ -199,7 +240,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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string Name = StagePrefix + UniformName + Cbuf.Index;
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ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, Cbuf.Index);
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ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index);
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m_Uniforms.Add(Cbuf.Index, DeclInfo);
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}
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@ -252,12 +293,13 @@ namespace Ryujinx.Graphics.Gal.Shader
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if (!m_Attributes.ContainsKey(Index))
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{
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DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, 0, 4);
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DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, false, 0, 4);
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m_Attributes.Add(Index, DeclInfo);
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}
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Traverse(Abuf, Abuf.Vertex);
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Traverse(Nodes, Abuf, Abuf.Vertex);
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break;
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}
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@ -98,6 +98,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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{ ShaderIrInst.Or, GetOrExpr },
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{ ShaderIrInst.Stof, GetStofExpr },
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{ ShaderIrInst.Sub, GetSubExpr },
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{ ShaderIrInst.Texb, GetTexbExpr },
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{ ShaderIrInst.Texq, GetTexqExpr },
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{ ShaderIrInst.Texs, GetTexsExpr },
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{ ShaderIrInst.Trunc, GetTruncExpr },
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@ -174,10 +175,12 @@ namespace Ryujinx.Graphics.Gal.Shader
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string GlslCode = SB.ToString();
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return new GlslProgram(
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GlslCode,
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Decl.Textures.Values,
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Decl.Uniforms.Values);
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List<ShaderDeclInfo> TextureInfo = new List<ShaderDeclInfo>();
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TextureInfo.AddRange(Decl.Textures.Values);
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TextureInfo.AddRange(IterateCbTextures());
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return new GlslProgram(GlslCode, TextureInfo, Decl.Uniforms.Values);
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}
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private void PrintDeclHeader()
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@ -213,9 +216,27 @@ namespace Ryujinx.Graphics.Gal.Shader
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private void PrintDeclTextures()
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{
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foreach (ShaderDeclInfo DeclInfo in IterateCbTextures())
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{
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SB.AppendLine("uniform sampler2D " + DeclInfo.Name + ";");
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}
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PrintDecls(Decl.Textures, "uniform sampler2D");
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}
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private IEnumerable<ShaderDeclInfo> IterateCbTextures()
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{
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HashSet<string> Names = new HashSet<string>();
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foreach (ShaderDeclInfo DeclInfo in Decl.CbTextures.Values.OrderBy(DeclKeySelector))
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{
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if (Names.Add(DeclInfo.Name))
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{
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yield return DeclInfo;
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}
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}
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}
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private void PrintDeclUniforms()
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{
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if (Decl.ShaderType == GalShaderType.Vertex)
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@ -994,6 +1015,22 @@ namespace Ryujinx.Graphics.Gal.Shader
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private string GetSubExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "-");
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private string GetTexbExpr(ShaderIrOp Op)
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{
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ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
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if (!Decl.CbTextures.TryGetValue(Op, out ShaderDeclInfo DeclInfo))
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{
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throw new InvalidOperationException();
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}
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string Coords = GetTexSamplerCoords(Op);
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string Ch = "rgba".Substring(Meta.Elem, 1);
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return "texture(" + DeclInfo.Name + ", " + Coords + ")." + Ch;
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}
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private string GetTexqExpr(ShaderIrOp Op)
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{
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ShaderIrMetaTexq Meta = (ShaderIrMetaTexq)Op.MetaData;
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@ -121,6 +121,16 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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public static void Tex(ShaderIrBlock Block, long OpCode)
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{
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EmitTex(Block, OpCode, GprHandle: false);
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}
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public static void Tex_B(ShaderIrBlock Block, long OpCode)
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{
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EmitTex(Block, OpCode, GprHandle: true);
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}
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private static void EmitTex(ShaderIrBlock Block, long OpCode, bool GprHandle)
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{
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//TODO: Support other formats.
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ShaderIrOperGpr[] Coords = new ShaderIrOperGpr[2];
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int ChMask = (int)(OpCode >> 31) & 0xf;
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ShaderIrNode OperC = GetOperImm13_36(OpCode);
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ShaderIrNode OperC = GprHandle
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? (ShaderIrNode)GetOperGpr20 (OpCode)
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: (ShaderIrNode)GetOperImm13_36(OpCode);
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ShaderIrInst Inst = GprHandle ? ShaderIrInst.Texb : ShaderIrInst.Texs;
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for (int Ch = 0; Ch < 4; Ch++)
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{
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ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
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ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Texs, Coords[0], Coords[1], OperC, Meta);
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ShaderIrOp Op = new ShaderIrOp(Inst, Coords[0], Coords[1], OperC, Meta);
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Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Op), OpCode));
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}
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public static void Texs(ShaderIrBlock Block, long OpCode)
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{
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EmitTex(Block, OpCode, ShaderIrInst.Texs);
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EmitTexs(Block, OpCode, ShaderIrInst.Texs);
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}
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public static void Tlds(ShaderIrBlock Block, long OpCode)
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{
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EmitTex(Block, OpCode, ShaderIrInst.Txlf);
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EmitTexs(Block, OpCode, ShaderIrInst.Txlf);
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}
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private static void EmitTex(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
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private static void EmitTexs(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
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{
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//TODO: Support other formats.
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ShaderIrNode OperA = GetOperGpr8 (OpCode);
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int LutIndex;
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LutIndex = GetOperGpr0(OpCode).Index != ShaderIrOperGpr.ZRIndex ? 1 : 0;
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LutIndex = GetOperGpr0(OpCode).Index != ShaderIrOperGpr.ZRIndex ? 1 : 0;
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LutIndex |= GetOperGpr28(OpCode).Index != ShaderIrOperGpr.ZRIndex ? 2 : 0;
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int ChMask = MaskLut[LutIndex, (OpCode >> 50) & 7];
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@ -47,6 +47,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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Ftos,
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Ftou,
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Ipa,
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Texb,
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Texs,
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Trunc,
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F_End,
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@ -83,7 +84,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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Bra,
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Exit,
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Kil,
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Emit,
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Cut
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}
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@ -114,6 +114,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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Set("0101110000101x", ShaderDecode.Shr_R);
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Set("1110111111110x", ShaderDecode.St_A);
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Set("110000xxxx111x", ShaderDecode.Tex);
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Set("1101111010111x", ShaderDecode.Tex_B);
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Set("1101111101001x", ShaderDecode.Texq);
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Set("1101100xxxxxxx", ShaderDecode.Texs);
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Set("1101101xxxxxxx", ShaderDecode.Tlds);
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@ -4,14 +4,21 @@ namespace Ryujinx.Graphics.Gal
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{
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public string Name { get; private set; }
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public int Index { get; private set; }
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public int Cbuf { get; private set; }
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public int Size { get; private set; }
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public int Index { get; private set; }
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public bool IsCb { get; private set; }
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public int Cbuf { get; private set; }
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public int Size { get; private set; }
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public ShaderDeclInfo(string Name, int Index, int Cbuf = 0, int Size = 1)
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public ShaderDeclInfo(
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string Name,
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int Index,
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bool IsCb = false,
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int Cbuf = 0,
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int Size = 1)
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{
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this.Name = Name;
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this.Index = Index;
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this.IsCb = IsCb;
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this.Cbuf = Cbuf;
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this.Size = Size;
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}
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@ -309,7 +309,7 @@ namespace Ryujinx.HLE.Gpu.Engines
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private void SetStencil(GalPipelineState State)
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{
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State.StencilTestEnabled = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
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if (State.StencilTestEnabled)
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{
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State.StencilBackFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilBackFuncFunc);
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int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex);
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//Note: On the emulator renderer, Texture Unit 0 is
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//reserved for drawing the frame buffer.
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int TexIndex = 1;
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int TexIndex = 0;
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for (int Index = 0; Index < Keys.Length; Index++)
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{
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foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetTextureUsage(Keys[Index]))
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{
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long Position = ConstBuffers[Index][TextureCbIndex].Position;
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long Position;
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UploadTexture(Vmm, Position, TexIndex, DeclInfo.Index);
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if (DeclInfo.IsCb)
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{
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Position = ConstBuffers[Index][DeclInfo.Cbuf].Position;
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}
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else
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{
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Position = ConstBuffers[Index][TextureCbIndex].Position;
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}
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int TextureHandle = Vmm.ReadInt32(Position + DeclInfo.Index * 4);
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UploadTexture(Vmm, TexIndex, TextureHandle);
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Gpu.Renderer.Shader.EnsureTextureBinding(DeclInfo.Name, TexIndex);
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}
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}
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private void UploadTexture(NvGpuVmm Vmm, long BasePosition, int TexIndex, int HndIndex)
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private void UploadTexture(NvGpuVmm Vmm, int TexIndex, int TextureHandle)
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{
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long Position = BasePosition + HndIndex * 4;
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int TextureHandle = Vmm.ReadInt32(Position);
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if (TextureHandle == 0)
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{
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//TODO: Is this correct?
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Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
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}
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//Is the GPU really clearing those registers after draw?
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WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
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WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
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}
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private void QueryControl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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