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Convert 1D texture targets to 2D (#1584)

* Convert 1D texture targets to 2D

* Fix typo

* Simplify some code

* Should mask that too

* Consistency
This commit is contained in:
gdkchan 2020-09-29 17:28:50 -03:00 committed by GitHub
parent a15459366e
commit 1560f236da
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 119 additions and 12 deletions

View file

@ -144,6 +144,22 @@ namespace Ryujinx.Graphics.Gpu.Image
Target target = descriptor.UnpackTextureTarget().Convert((samplesInX | samplesInY) != 1);
// We use 2D targets for 1D textures as that makes texture cache
// management easier. We don't know the target for render target
// and copies, so those would normally use 2D targets, which are
// not compatible with 1D targets. By doing that we also allow those
// to match when looking for compatible textures on the cache.
if (target == Target.Texture1D)
{
target = Target.Texture2D;
height = 1;
}
else if (target == Target.Texture1DArray)
{
target = Target.Texture2DArray;
height = 1;
}
uint format = descriptor.UnpackFormat();
bool srgb = descriptor.UnpackSrgb();

View file

@ -11,6 +11,8 @@ namespace Ryujinx.Graphics.Shader.Instructions
{
static partial class InstEmit
{
private const bool Sample1DAs2D = true;
public static void Suld(EmitterContext context)
{
OpCodeImage op = (OpCodeImage)context.CurrOp;
@ -38,10 +40,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
return context.Copy(Register(raIndex++, RegisterType.Gpr));
}
bool isArray = op.Dimensions == ImageDimensions.Image1DArray ||
op.Dimensions == ImageDimensions.Image2DArray;
Operand arrayIndex = isArray ? Ra() : null;
Operand arrayIndex = type.HasFlag(SamplerType.Array) ? Ra() : null;
List<Operand> sourcesList = new List<Operand>();
@ -57,7 +56,15 @@ namespace Ryujinx.Graphics.Shader.Instructions
sourcesList.Add(Ra());
}
if (isArray)
if (Sample1DAs2D && (type & SamplerType.Mask) == SamplerType.Texture1D)
{
sourcesList.Add(Const(0));
type &= ~SamplerType.Mask;
type |= SamplerType.Texture2D;
}
if (type.HasFlag(SamplerType.Array))
{
sourcesList.Add(arrayIndex);
@ -186,10 +193,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
return context.Copy(Register(rbIndex++, RegisterType.Gpr));
}
bool isArray = op.Dimensions == ImageDimensions.Image1DArray ||
op.Dimensions == ImageDimensions.Image2DArray;
Operand arrayIndex = isArray ? Ra() : null;
Operand arrayIndex = type.HasFlag(SamplerType.Array) ? Ra() : null;
List<Operand> sourcesList = new List<Operand>();
@ -205,7 +209,15 @@ namespace Ryujinx.Graphics.Shader.Instructions
sourcesList.Add(Ra());
}
if (isArray)
if (Sample1DAs2D && (type & SamplerType.Mask) == SamplerType.Texture1D)
{
sourcesList.Add(Const(0));
type &= ~SamplerType.Mask;
type |= SamplerType.Texture2D;
}
if (type.HasFlag(SamplerType.Array))
{
sourcesList.Add(arrayIndex);
@ -355,6 +367,9 @@ namespace Ryujinx.Graphics.Shader.Instructions
flags = ConvertTextureFlags(texsOp.Target);
// We don't need to handle 1D -> Buffer conversions here as
// only texture sample with integer coordinates can ever use buffer targets.
if ((type & SamplerType.Array) != 0)
{
Operand arrayIndex = Ra();
@ -380,6 +395,15 @@ namespace Ryujinx.Graphics.Shader.Instructions
{
case TextureTarget.Texture1DLodZero:
sourcesList.Add(Ra());
if (Sample1DAs2D)
{
sourcesList.Add(ConstF(0));
type &= ~SamplerType.Mask;
type |= SamplerType.Texture2D;
}
sourcesList.Add(ConstF(0));
break;
@ -449,12 +473,29 @@ namespace Ryujinx.Graphics.Shader.Instructions
if (type != SamplerType.TextureBuffer)
{
sourcesList.Add(Const(0));
if (Sample1DAs2D)
{
sourcesList.Add(ConstF(0));
type &= ~SamplerType.Mask;
type |= SamplerType.Texture2D;
}
sourcesList.Add(ConstF(0));
}
break;
case TexelLoadTarget.Texture1DLodLevel:
sourcesList.Add(Ra());
if (Sample1DAs2D)
{
sourcesList.Add(ConstF(0));
type &= ~SamplerType.Mask;
type |= SamplerType.Texture2D;
}
sourcesList.Add(Rb());
break;
@ -649,6 +690,15 @@ namespace Ryujinx.Graphics.Shader.Instructions
sourcesList.Add(Ra());
}
bool is1DTo2D = Sample1DAs2D && type == SamplerType.Texture1D;
if (is1DTo2D)
{
sourcesList.Add(ConstF(0));
type = SamplerType.Texture2D;
}
if (op.IsArray)
{
sourcesList.Add(arrayIndex);
@ -679,6 +729,14 @@ namespace Ryujinx.Graphics.Shader.Instructions
sourcesList.Add(context.BitfieldExtractS32(packed, Const((index & 3) * 8), Const(6)));
}
if (is1DTo2D)
{
for (int index = 0; index < offsetTexelsCount; index++)
{
sourcesList.Add(Const(0));
}
}
flags |= op.Offset == TextureGatherOffset.Offsets
? TextureFlags.Offsets
: TextureFlags.Offset;
@ -786,6 +844,13 @@ namespace Ryujinx.Graphics.Shader.Instructions
sourcesList.Add(Ra());
}
if (Sample1DAs2D && type == SamplerType.Texture1D)
{
sourcesList.Add(ConstF(0));
type = SamplerType.Texture2D;
}
if (op.IsArray)
{
sourcesList.Add(arrayIndex);
@ -898,6 +963,15 @@ namespace Ryujinx.Graphics.Shader.Instructions
sourcesList.Add(Ra());
}
bool is1DTo2D = Sample1DAs2D && type == SamplerType.Texture1D;
if (is1DTo2D)
{
sourcesList.Add(ConstF(0));
type = SamplerType.Texture2D;
}
Operand packedParams = Ra();
if (op.IsArray)
@ -911,6 +985,11 @@ namespace Ryujinx.Graphics.Shader.Instructions
for (int dIndex = 0; dIndex < 2 * coordsCount; dIndex++)
{
sourcesList.Add(Rb());
if (is1DTo2D)
{
sourcesList.Add(ConstF(0));
}
}
if (op.HasOffset)
@ -920,6 +999,11 @@ namespace Ryujinx.Graphics.Shader.Instructions
sourcesList.Add(context.BitfieldExtractS32(packedParams, Const(16 + index * 4), Const(4)));
}
if (is1DTo2D)
{
sourcesList.Add(Const(0));
}
flags |= TextureFlags.Offset;
}
@ -1114,6 +1198,13 @@ namespace Ryujinx.Graphics.Shader.Instructions
sourcesList.Add(Ra());
}
if (Sample1DAs2D && type == SamplerType.Texture1D)
{
sourcesList.Add(ConstF(0));
type = SamplerType.Texture2D;
}
if (op.IsArray)
{
sourcesList.Add(arrayIndex);