mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-25 21:06:58 -05:00
Shader: Implemented the TLD4 and TLD4S opcodes using GLSL's textureGather.
It is unknown how TLD4S determines the sampler type, more research is needed.
This commit is contained in:
parent
3ef4b3d4b4
commit
7fb406c3fc
1 changed files with 51 additions and 0 deletions
|
@ -1567,6 +1567,57 @@ private:
|
|||
WriteTexsInstruction(instr, coord, texture);
|
||||
break;
|
||||
}
|
||||
case OpCode::Id::TLD4: {
|
||||
ASSERT(instr.tld4.texture_type == Tegra::Shader::TextureType::Texture2D);
|
||||
ASSERT(instr.tld4.array == 0);
|
||||
std::string coord{};
|
||||
|
||||
switch (instr.tld4.texture_type) {
|
||||
case Tegra::Shader::TextureType::Texture2D: {
|
||||
std::string x = regs.GetRegisterAsFloat(instr.gpr8);
|
||||
std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
|
||||
coord = "vec2 coords = vec2(" + x + ", " + y + ");";
|
||||
break;
|
||||
}
|
||||
default:
|
||||
UNIMPLEMENTED();
|
||||
}
|
||||
|
||||
const std::string sampler =
|
||||
GetSampler(instr.sampler, instr.tld4.texture_type, instr.tld4.array);
|
||||
// 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 = "textureGather(" + sampler + ", coords, " +
|
||||
std::to_string(instr.tld4.component) + ')';
|
||||
|
||||
size_t dest_elem{};
|
||||
for (size_t elem = 0; elem < 4; ++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::TLD4S: {
|
||||
const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
|
||||
const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20);
|
||||
// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
|
||||
const std::string sampler =
|
||||
GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false);
|
||||
const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
|
||||
const std::string texture = "textureGather(" + sampler + ", coords, " +
|
||||
std::to_string(instr.tld4s.component) + ')';
|
||||
WriteTexsInstruction(instr, coord, texture);
|
||||
break;
|
||||
}
|
||||
default: {
|
||||
LOG_CRITICAL(HW_GPU, "Unhandled memory instruction: {}", opcode->GetName());
|
||||
UNREACHABLE();
|
||||
|
|
Loading…
Reference in a new issue