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https://github.com/yuzu-mirror/yuzu
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Implement TMML_B
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parent
ac3ba9a33e
commit
189bd1980c
1 changed files with 10 additions and 5 deletions
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@ -40,7 +40,7 @@ static std::size_t GetCoordCount(TextureType texture_type) {
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u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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const Instruction instr = {program_code[pc]};
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const Instruction instr = {program_code[pc]};
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const auto opcode = OpCode::Decode(instr);
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const auto opcode = OpCode::Decode(instr);
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bool is_bindless = false;
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switch (opcode->get().GetId()) {
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switch (opcode->get().GetId()) {
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case OpCode::Id::TEX: {
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case OpCode::Id::TEX: {
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if (instr.tex.UsesMiscMode(TextureMiscMode::NODEP)) {
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if (instr.tex.UsesMiscMode(TextureMiscMode::NODEP)) {
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@ -185,6 +185,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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}
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}
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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::TMML_B:
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is_bindless = true;
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case OpCode::Id::TMML: {
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case OpCode::Id::TMML: {
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UNIMPLEMENTED_IF_MSG(instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
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UNIMPLEMENTED_IF_MSG(instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
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"NDV is not implemented");
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"NDV is not implemented");
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@ -195,7 +197,9 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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auto texture_type = instr.tmml.texture_type.Value();
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auto texture_type = instr.tmml.texture_type.Value();
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const bool is_array = instr.tmml.array != 0;
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const bool is_array = instr.tmml.array != 0;
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const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, false);
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const auto& sampler = !is_bindless
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? GetSampler(instr.sampler, texture_type, is_array, false)
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: GetBindlessSampler(instr.gpr20, texture_type, is_array, false);
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std::vector<Node> coords;
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std::vector<Node> coords;
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@ -271,11 +275,12 @@ const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, Textu
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return *used_samplers.emplace(entry).first;
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return *used_samplers.emplace(entry).first;
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}
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}
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const Sampler& ShaderIR::GetBindlessSampler(const Tegra::Shader::Register& reg,
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const Sampler& ShaderIR::GetBindlessSampler(const Tegra::Shader::Register& reg, TextureType type,
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TextureType type, bool is_array, bool is_shadow) {
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bool is_array, bool is_shadow) {
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const Node sampler_register = GetRegister(reg);
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const Node sampler_register = GetRegister(reg);
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const Node base_sampler = TrackCbuf(sampler_register, global_code, static_cast<s64>(global_code.size()));
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const Node base_sampler =
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TrackCbuf(sampler_register, global_code, static_cast<s64>(global_code.size()));
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const auto cbuf = std::get_if<CbufNode>(base_sampler);
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const auto cbuf = std::get_if<CbufNode>(base_sampler);
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const auto cbuf_offset_imm = std::get_if<ImmediateNode>(cbuf->GetOffset());
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const auto cbuf_offset_imm = std::get_if<ImmediateNode>(cbuf->GetOffset());
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ASSERT(cbuf_offset_imm != nullptr);
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ASSERT(cbuf_offset_imm != nullptr);
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