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Shader_IR: Correct TLD4S Depth Compare.
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@ -1091,7 +1091,8 @@ private:
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expr += "Offset";
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expr += "Offset";
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}
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}
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expr += '(' + GetSampler(meta->sampler) + ", ";
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expr += '(' + GetSampler(meta->sampler) + ", ";
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expr += coord_constructors.at(count + (has_array ? 1 : 0) + (has_shadow && !sepparate_dc ? 1 : 0) - 1);
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expr += coord_constructors.at(count + (has_array ? 1 : 0) +
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(has_shadow && !sepparate_dc ? 1 : 0) - 1);
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expr += '(';
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expr += '(';
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for (std::size_t i = 0; i < count; ++i) {
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for (std::size_t i = 0; i < count; ++i) {
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expr += Visit(operation[i]).AsFloat();
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expr += Visit(operation[i]).AsFloat();
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@ -1712,14 +1713,13 @@ private:
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const auto type = meta->sampler.IsShadow() ? Type::Float : Type::Int;
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const auto type = meta->sampler.IsShadow() ? Type::Float : Type::Int;
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if (meta->sampler.IsShadow()) {
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if (meta->sampler.IsShadow()) {
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return {GenerateTexture(operation, "Gather",
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return {GenerateTexture(operation, "Gather", {TextureAoffi{}}, true) +
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{TextureAoffi{}}, true) +
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GetSwizzle(meta->element),
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GetSwizzle(meta->element),
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Type::Float};
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Type::Float};
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} else {
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} else {
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return {GenerateTexture(operation, "Gather",
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return {GenerateTexture(operation, "Gather",
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{TextureAoffi{}, TextureArgument{type, meta->component}},
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{TextureAoffi{}, TextureArgument{type, meta->component}},
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true) +
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false) +
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GetSwizzle(meta->element),
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GetSwizzle(meta->element),
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Type::Float};
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Type::Float};
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}
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}
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@ -107,8 +107,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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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::TLD4S: {
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case OpCode::Id::TLD4S: {
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UNIMPLEMENTED_IF_MSG(instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI),
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const bool uses_aoffi = instr.tld4s.UsesMiscMode(TextureMiscMode::AOFFI);
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"AOFFI is not implemented");
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UNIMPLEMENTED_IF_MSG(uses_aoffi, "AOFFI is not implemented");
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const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
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const bool depth_compare = instr.tld4s.UsesMiscMode(TextureMiscMode::DC);
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const Node op_a = GetRegister(instr.gpr8);
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const Node op_a = GetRegister(instr.gpr8);
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@ -116,16 +116,23 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
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// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
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std::vector<Node> coords;
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std::vector<Node> coords;
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Node dc_reg;
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if (depth_compare) {
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if (depth_compare) {
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// Note: TLD4S coordinate encoding works just like TEXS's
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// Note: TLD4S coordinate encoding works just like TEXS's
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const Node op_y = GetRegister(instr.gpr8.Value() + 1);
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const Node op_y = GetRegister(instr.gpr8.Value() + 1);
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coords.push_back(op_a);
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coords.push_back(op_a);
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coords.push_back(op_y);
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coords.push_back(op_y);
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coords.push_back(op_b);
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dc_reg = uses_aoffi ? GetRegister(instr.gpr20.Value() + 1) : op_b;
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} else {
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} else {
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coords.push_back(op_a);
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coords.push_back(op_a);
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if (uses_aoffi) {
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const Node op_y = GetRegister(instr.gpr8.Value() + 1);
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coords.push_back(op_y);
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} else {
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coords.push_back(op_b);
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coords.push_back(op_b);
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}
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}
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dc_reg = {};
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}
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const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
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const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
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const SamplerInfo info{TextureType::Texture2D, false, depth_compare};
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const SamplerInfo info{TextureType::Texture2D, false, depth_compare};
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@ -134,7 +141,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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Node4 values;
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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auto coords_copy = coords;
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MetaTexture meta{sampler, {}, {}, {}, {}, {}, {}, component, element};
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MetaTexture meta{sampler, {}, dc_reg, {}, {}, {}, {}, component, element};
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values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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}
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}
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