Correct non-constant offset rewrite for texelFetch
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f2c85c5d58
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171c3d54c6
2 changed files with 78 additions and 53 deletions
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@ -140,8 +140,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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// TODO: Return correct type depending on source index,
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// that can improve the decompiler output.
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if (
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inst == Instruction.ImageLoad ||
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if (inst == Instruction.ImageLoad ||
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inst == Instruction.ImageStore ||
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inst == Instruction.Lod ||
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inst == Instruction.TextureSample)
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@ -126,6 +126,15 @@ namespace Ryujinx.Graphics.Shader.Translation
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private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node)
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{
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// Technically, non-constant texture offsets are not allowed (according to the spec),
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// however some GPUs does support that.
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// For GPUs where it is not supported, we can replace the instruction with the following:
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// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
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// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
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// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
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// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
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// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
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// for each pixel.
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TextureOperation texOp = (TextureOperation)node.Value;
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bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
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@ -139,6 +148,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
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bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
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bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
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@ -228,74 +238,90 @@ namespace Ryujinx.Graphics.Shader.Translation
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sources[dstIndex++] = texOp.GetSource(srcIndex++);
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}
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Operand Int(Operand value)
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{
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Operand res = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
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return res;
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}
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Operand Float(Operand value)
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{
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Operand res = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
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return res;
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}
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Operand lod = Local();
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node.List.AddBefore(node, new TextureOperation(
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Instruction.Lod,
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texOp.Type,
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texOp.Flags,
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texOp.Handle,
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1,
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lod,
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lodSources));
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int coordsIndex = isBindless || isIndexed ? 1 : 0;
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for (int index = 0; index < coordsCount; index++)
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if (intCoords)
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{
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Operand coordSize = Local();
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Operand[] texSizeSources;
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if (isBindless || isIndexed)
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for (int index = 0; index < coordsCount; index++)
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{
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texSizeSources = new Operand[] { sources[0], Int(lod) };
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}
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else
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{
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texSizeSources = new Operand[] { Int(lod) };
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Operand source = sources[coordsIndex + index];
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Operand coordPlusOffset = Local();
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node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
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sources[coordsIndex + index] = coordPlusOffset;
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}
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}
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else
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{
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Operand lod = Local();
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node.List.AddBefore(node, new TextureOperation(
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Instruction.TextureSize,
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Instruction.Lod,
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texOp.Type,
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texOp.Flags,
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texOp.Handle,
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index,
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coordSize,
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texSizeSources));
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1,
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lod,
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lodSources));
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Operand offset = Local();
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Operand Int(Operand value)
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{
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Operand res = Local();
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Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
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node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
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node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
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return res;
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}
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Operand source = sources[coordsIndex + index];
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Operand Float(Operand value)
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{
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Operand res = Local();
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Operand coordPlusOffset = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
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node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
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return res;
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}
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sources[coordsIndex + index] = coordPlusOffset;
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for (int index = 0; index < coordsCount; index++)
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{
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Operand coordSize = Local();
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Operand[] texSizeSources;
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if (isBindless || isIndexed)
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{
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texSizeSources = new Operand[] { sources[0], Int(lod) };
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}
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else
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{
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texSizeSources = new Operand[] { Int(lod) };
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}
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node.List.AddBefore(node, new TextureOperation(
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Instruction.TextureSize,
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texOp.Type,
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texOp.Flags,
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texOp.Handle,
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index,
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coordSize,
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texSizeSources));
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Operand offset = Local();
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Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
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node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
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Operand source = sources[coordsIndex + index];
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Operand coordPlusOffset = Local();
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node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
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sources[coordsIndex + index] = coordPlusOffset;
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}
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}
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int componentIndex;
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