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rsx: Do not rely on program env state, instead, always use program ucode analysis results when doing codegen
- Some things can be present in program env but not ucode state e.g A texture can be active and bound in a redirected manner but not actually be used in ucode In such a case, only the ucode analysis or decompilation can decide whether to inject decoding routines
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@ -965,22 +965,24 @@ bool FragmentProgramDecompiler::handle_tex_srb(u32 opcode)
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auto insert_texture_fetch = [this](const std::array<FUNCTION, 6>& functions)
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{
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const auto type = m_prog.get_texture_dimension(dst.tex_num);
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std::string mask = "";
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const auto ref_mask = (1 << dst.tex_num);
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std::string swz_mask = "";
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auto select = static_cast<u8>(type);
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if (type == rsx::texture_dimension_extended::texture_dimension_2d)
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{
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if (m_prog.shadow_textures & (1 << dst.tex_num))
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if (m_prog.shadow_textures & ref_mask)
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{
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m_shadow_sampled_textures |= (1 << dst.tex_num);
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properties.shadow_sampler_mask |= ref_mask;
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select = 4;
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mask = ".xxxx";
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swz_mask = ".xxxx";
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}
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else
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{
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m_2d_sampled_textures |= (1 << dst.tex_num);
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if (m_prog.redirected_textures & (1 << dst.tex_num))
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properties.tex2d_sampler_mask |= ref_mask;
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if (m_prog.redirected_textures & ref_mask)
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{
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properties.redirected_sampler_mask |= ref_mask;
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select = 5;
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}
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}
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@ -993,7 +995,7 @@ bool FragmentProgramDecompiler::handle_tex_srb(u32 opcode)
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}
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auto function = functions[select];
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SetDst(getFunction(function) + mask);
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SetDst(getFunction(function) + swz_mask);
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if (dst.exp_tex)
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{
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@ -209,9 +209,6 @@ protected:
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const RSXFragmentProgram &m_prog;
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u32 m_ctrl = 0;
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u32 m_2d_sampled_textures = 0; //Mask of textures sampled as texture2D (conflicts with samplerShadow fetch)
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u32 m_shadow_sampled_textures = 0; //Mask of textures sampled as boolean shadow comparisons
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/** returns the type name of float vectors.
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*/
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virtual std::string getFloatTypeName(usz elementCount) = 0;
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@ -273,7 +270,12 @@ public:
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struct
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{
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u16 in_register_mask = 0;
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u16 in_register_mask = 0;
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u16 tex2d_sampler_mask = 0;
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u16 shadow_sampler_mask = 0;
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u16 redirected_sampler_mask = 0;
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bool has_lit_op = false;
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bool has_gather_op = false;
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bool has_no_output = false;
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@ -129,20 +129,17 @@ void GLFragmentDecompilerThread::insertConstants(std::stringstream & OS)
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const auto mask = (1 << index);
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if (m_prog.redirected_textures & mask)
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if (properties.redirected_sampler_mask & mask)
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{
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// Provide a stencil view of the main resource for the S channel
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OS << "uniform u" << samplerType << " " << PI.name << "_stencil;\n";
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}
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else if (m_prog.shadow_textures & mask)
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else if (properties.shadow_sampler_mask & mask)
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{
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if (m_shadow_sampled_textures & mask)
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{
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if (m_2d_sampled_textures & mask)
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rsx_log.error("Texture unit %d is sampled as both a shadow texture and a depth texture", index);
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else
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samplerType = "sampler2DShadow";
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}
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if (properties.tex2d_sampler_mask & mask)
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rsx_log.error("Texture unit %d is sampled as both a shadow texture and a depth texture", index);
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else
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samplerType = "sampler2DShadow";
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}
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OS << "uniform " << samplerType << " " << PI.name << ";\n";
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@ -202,10 +199,10 @@ void GLFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
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m_shader_props.domain = glsl::glsl_fragment_program;
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m_shader_props.require_lit_emulation = properties.has_lit_op;
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m_shader_props.fp32_outputs = !!(m_prog.ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS);
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m_shader_props.require_depth_conversion = m_prog.redirected_textures != 0;
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m_shader_props.require_depth_conversion = properties.redirected_sampler_mask != 0;
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m_shader_props.require_wpos = !!(properties.in_register_mask & in_wpos);
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m_shader_props.require_texture_ops = properties.has_tex_op;
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m_shader_props.require_shadow_ops = m_prog.shadow_textures != 0;
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m_shader_props.require_shadow_ops = properties.shadow_sampler_mask != 0;
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m_shader_props.require_texture_expand = properties.has_exp_tex_op;
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m_shader_props.emulate_coverage_tests = true; // g_cfg.video.antialiasing_level == msaa_level::none;
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m_shader_props.emulate_shadow_compare = device_props.emulate_depth_compare;
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@ -130,15 +130,12 @@ void VKFragmentDecompilerThread::insertConstants(std::stringstream & OS)
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const auto mask = (1 << index);
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if (m_prog.shadow_textures & mask)
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if (properties.shadow_sampler_mask & mask)
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{
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if (m_shadow_sampled_textures & mask)
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{
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if (m_2d_sampled_textures & mask)
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rsx_log.error("Texture unit %d is sampled as both a shadow texture and a depth texture", index);
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else
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samplerType = "sampler2DShadow";
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}
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if (properties.tex2d_sampler_mask & mask)
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rsx_log.error("Texture unit %d is sampled as both a shadow texture and a depth texture", index);
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else
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samplerType = "sampler2DShadow";
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}
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vk::glsl::program_input in;
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@ -151,7 +148,7 @@ void VKFragmentDecompilerThread::insertConstants(std::stringstream & OS)
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OS << "layout(set=0, binding=" << location++ << ") uniform " << samplerType << " " << PI.name << ";\n";
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if (m_prog.redirected_textures & mask)
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if (properties.redirected_sampler_mask & mask)
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{
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// Insert stencil mirror declaration
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in.name += "_stencil";
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@ -236,10 +233,10 @@ void VKFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
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m_shader_props.domain = glsl::glsl_fragment_program;
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m_shader_props.require_lit_emulation = properties.has_lit_op;
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m_shader_props.fp32_outputs = !!(m_prog.ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS);
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m_shader_props.require_depth_conversion = m_prog.redirected_textures != 0;
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m_shader_props.require_depth_conversion = properties.redirected_sampler_mask != 0;
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m_shader_props.require_wpos = !!(properties.in_register_mask & in_wpos);
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m_shader_props.require_texture_ops = properties.has_tex_op;
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m_shader_props.require_shadow_ops = m_prog.shadow_textures != 0;
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m_shader_props.require_shadow_ops = properties.shadow_sampler_mask != 0;
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m_shader_props.require_texture_expand = properties.has_exp_tex_op;
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m_shader_props.emulate_coverage_tests = g_cfg.video.antialiasing_level == msaa_level::none;
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m_shader_props.emulate_shadow_compare = device_props.emulate_depth_compare;
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