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Shader: Implemented the TLD4 and TLD4S opcodes using GLSL's textureGather.
It is unknown how TLD4S determines the sampler type, more research is needed.
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1 changed files with 51 additions and 0 deletions
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@ -1567,6 +1567,57 @@ private:
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WriteTexsInstruction(instr, coord, texture);
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WriteTexsInstruction(instr, coord, texture);
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break;
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break;
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}
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}
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case OpCode::Id::TLD4: {
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ASSERT(instr.tld4.texture_type == Tegra::Shader::TextureType::Texture2D);
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ASSERT(instr.tld4.array == 0);
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std::string coord{};
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switch (instr.tld4.texture_type) {
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case Tegra::Shader::TextureType::Texture2D: {
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std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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break;
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}
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default:
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UNIMPLEMENTED();
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}
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const std::string sampler =
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GetSampler(instr.sampler, instr.tld4.texture_type, instr.tld4.array);
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// Add an extra scope and declare the texture coords inside to prevent
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// overwriting them in case they are used as outputs of the texs instruction.
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shader.AddLine("{");
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++shader.scope;
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shader.AddLine(coord);
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const std::string texture = "textureGather(" + sampler + ", coords, " +
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std::to_string(instr.tld4.component) + ')';
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size_t dest_elem{};
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for (size_t elem = 0; elem < 4; ++elem) {
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if (!instr.tex.IsComponentEnabled(elem)) {
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// Skip disabled components
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continue;
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}
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regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
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++dest_elem;
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}
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--shader.scope;
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shader.AddLine("}");
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break;
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}
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case OpCode::Id::TLD4S: {
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const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20);
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// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
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const std::string sampler =
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GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false);
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const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
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const std::string texture = "textureGather(" + sampler + ", coords, " +
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std::to_string(instr.tld4s.component) + ')';
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WriteTexsInstruction(instr, coord, texture);
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break;
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}
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default: {
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default: {
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LOG_CRITICAL(HW_GPU, "Unhandled memory instruction: {}", opcode->GetName());
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LOG_CRITICAL(HW_GPU, "Unhandled memory instruction: {}", opcode->GetName());
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UNREACHABLE();
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UNREACHABLE();
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