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Add shader support for the round mode on the F2F instruction, support mipmaps on ASTC compressed textures
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parent
d3fcab8511
commit
3bcc395253
8 changed files with 39 additions and 18 deletions
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@ -250,17 +250,15 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (!_context.Capabilities.SupportsAstcCompression && _info.FormatInfo.Format.IsAstc())
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{
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int blockWidth = _info.FormatInfo.BlockWidth;
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int blockHeight = _info.FormatInfo.BlockHeight;
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data = AstcDecoder.DecodeToRgba8(
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data,
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blockWidth,
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blockHeight,
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_info.FormatInfo.BlockWidth,
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_info.FormatInfo.BlockHeight,
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1,
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_info.Width,
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_info.Height,
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_depth);
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_depth,
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_info.Levels);
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}
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HostTexture.SetData(data);
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@ -74,6 +74,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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Add(Instruction.Negate, InstType.OpUnary, "-", 0);
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Add(Instruction.ReciprocalSquareRoot, InstType.CallUnary, "inversesqrt");
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Add(Instruction.Return, InstType.OpNullary, "return");
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Add(Instruction.Round, InstType.CallUnary, "roundEven");
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Add(Instruction.Sine, InstType.CallUnary, "sin");
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Add(Instruction.SquareRoot, InstType.CallUnary, "sqrt");
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Add(Instruction.StoreLocal, InstType.Special);
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@ -29,6 +29,10 @@ namespace Ryujinx.Graphics.Shader.Instructions
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{
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switch (op.RoundingMode)
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{
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case RoundingMode.ToNearest:
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srcB = context.FPRound(srcB);
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break;
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case RoundingMode.TowardsNegativeInfinity:
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srcB = context.FPFloor(srcB);
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break;
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@ -71,6 +71,7 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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PackHalf2x16,
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ReciprocalSquareRoot,
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Return,
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Round,
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ShiftLeft,
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ShiftRightS32,
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ShiftRightU32,
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@ -83,6 +83,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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Add(Instruction.Negate, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.PackHalf2x16, VariableType.U32, VariableType.F32, VariableType.F32);
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Add(Instruction.ReciprocalSquareRoot, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.Round, VariableType.F32, VariableType.F32);
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Add(Instruction.Sine, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.SquareRoot, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.StoreGlobal, VariableType.None, VariableType.S32, VariableType.S32, VariableType.F32);
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@ -171,6 +171,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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return context.Add(Instruction.FP | Instruction.Floor, Local(), a);
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}
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public static Operand FPFusedMultiplyAdd(this EmitterContext context, Operand a, Operand b, Operand c)
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{
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return context.Add(Instruction.FusedMultiplyAdd, Local(), a, b, c);
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}
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public static Operand FPLogarithmB2(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.FP | Instruction.LogarithmB2, Local(), a);
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@ -191,11 +196,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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return context.Add(Instruction.FP | Instruction.Multiply, Local(), a, b);
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}
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public static Operand FPFusedMultiplyAdd(this EmitterContext context, Operand a, Operand b, Operand c)
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{
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return context.Add(Instruction.FusedMultiplyAdd, Local(), a, b, c);
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}
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public static Operand FPNegate(this EmitterContext context, Operand a, bool neg)
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{
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if (neg)
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@ -221,6 +221,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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return context.Add(Instruction.FP | Instruction.ReciprocalSquareRoot, Local(), a);
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}
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public static Operand FPRound(this EmitterContext context, Operand a)
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{
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return context.Add(Instruction.FP | Instruction.Round, Local(), a);
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}
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public static Operand FPSaturate(this EmitterContext context, Operand a, bool sat)
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{
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if (sat)
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@ -54,7 +54,8 @@ namespace Ryujinx.Graphics.Texture.Astc
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int blockDepth,
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int width,
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int height,
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int depth)
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int depth,
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int levels)
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{
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using (MemoryStream inputStream = new MemoryStream(data.ToArray()))
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{
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@ -75,23 +76,28 @@ namespace Ryujinx.Graphics.Texture.Astc
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{
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int blockIndex = 0;
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for (int j = 0; j < height; j += blockHeight)
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int mipOffset = 0;
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for (int l = 0; l < levels; l++)
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{
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for (int i = 0; i < width; i += blockWidth)
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for (int j = 0; j < height; j += blockHeight)
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for (int i = 0; i < width; i += blockWidth)
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{
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int[] decompressedData = new int[144];
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DecompressBlock(binReader.ReadBytes(0x10), decompressedData, blockWidth, blockHeight);
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int decompressedWidth = Math.Min(blockWidth, width - i);
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int decompressedWidth = Math.Min(blockWidth, width - i);
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int decompressedHeight = Math.Min(blockHeight, height - j);
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int baseOffsets = (j * width + i) * 4;
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int baseOffset = mipOffset + (j * width + i) * 4;
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for (int jj = 0; jj < decompressedHeight; jj++)
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{
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outputStream.Seek(baseOffsets + jj * width * 4, SeekOrigin.Begin);
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outputStream.Seek(baseOffset + jj * width * 4, SeekOrigin.Begin);
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byte[] outputBuffer = new byte[decompressedData.Length * sizeof(int)];
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Buffer.BlockCopy(decompressedData, 0, outputBuffer, 0, outputBuffer.Length);
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outputStream.Write(outputBuffer, jj * blockWidth * 4, decompressedWidth * 4);
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@ -99,6 +105,11 @@ namespace Ryujinx.Graphics.Texture.Astc
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blockIndex++;
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}
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mipOffset += width * height * 4;
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width = Math.Max(1, width >> 1);
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height = Math.Max(1, height >> 1);
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}
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return outputStream.ToArray();
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@ -10,7 +10,7 @@ namespace Ryujinx.ShaderTools
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{
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if (args.Length == 1 || args.Length == 2)
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{
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TranslationFlags flags = TranslationFlags.None;
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TranslationFlags flags = TranslationFlags.DebugMode;
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if (args.Length == 2 && args[0] == "--compute")
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{
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