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gl_shader_decompiler: Allow 1D textures to be texture buffers
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4e81fc8296
commit
6c81c8f5b7
1 changed files with 38 additions and 4 deletions
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@ -453,9 +453,13 @@ private:
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void DeclareSamplers() {
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void DeclareSamplers() {
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const auto& samplers = ir.GetSamplers();
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const auto& samplers = ir.GetSamplers();
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for (const auto& sampler : samplers) {
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for (const auto& sampler : samplers) {
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std::string sampler_type = [&sampler] {
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const std::string name{GetSampler(sampler)};
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const std::string description{"layout (binding = SAMPLER_BINDING_" +
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std::to_string(sampler.GetIndex()) + ") uniform "};
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std::string sampler_type = [&]() {
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switch (sampler.GetType()) {
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switch (sampler.GetType()) {
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case Tegra::Shader::TextureType::Texture1D:
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case Tegra::Shader::TextureType::Texture1D:
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// Special cased, read below.
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return "sampler1D";
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return "sampler1D";
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case Tegra::Shader::TextureType::Texture2D:
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case Tegra::Shader::TextureType::Texture2D:
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return "sampler2D";
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return "sampler2D";
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@ -475,8 +479,19 @@ private:
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sampler_type += "Shadow";
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sampler_type += "Shadow";
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}
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}
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code.AddLine("layout (binding = SAMPLER_BINDING_{}) uniform {} {};", sampler.GetIndex(),
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if (sampler.GetType() == Tegra::Shader::TextureType::Texture1D) {
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sampler_type, GetSampler(sampler));
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// 1D textures can be aliased to texture buffers, hide the declarations behind a
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// preprocessor flag and use one or the other from the GPU state. This has to be
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// done because shaders don't have enough information to determine the texture type.
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EmitIfdefIsBuffer(sampler);
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code.AddLine(description + "samplerBuffer " + name + ';');
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code.AddLine("#else");
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code.AddLine(description + sampler_type + ' ' + name + ';');
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code.AddLine("#endif");
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} else {
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// The other texture types (2D, 3D and cubes) don't have this issue.
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code.AddLine(description + sampler_type + ' ' + name + ';');
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}
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}
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}
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if (!samplers.empty()) {
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if (!samplers.empty()) {
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code.AddNewLine();
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code.AddNewLine();
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@ -1439,13 +1454,28 @@ private:
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else if (next < count)
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else if (next < count)
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expr += ", ";
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expr += ", ";
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}
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}
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// Store a copy of the expression without the lod to be used with texture buffers
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std::string expr_buffer = expr;
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if (meta->lod) {
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if (meta->lod) {
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expr += ", ";
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expr += ", ";
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expr += CastOperand(Visit(meta->lod), Type::Int);
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expr += CastOperand(Visit(meta->lod), Type::Int);
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}
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}
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expr += ')';
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expr += ')';
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expr += GetSwizzle(meta->element);
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return expr + GetSwizzle(meta->element);
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expr_buffer += ')';
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expr_buffer += GetSwizzle(meta->element);
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const std::string tmp{code.GenerateTemporary()};
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EmitIfdefIsBuffer(meta->sampler);
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code.AddLine("float " + tmp + " = " + expr_buffer + ';');
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code.AddLine("#else");
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code.AddLine("float " + tmp + " = " + expr + ';');
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code.AddLine("#endif");
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return tmp;
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}
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}
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std::string Branch(Operation operation) {
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std::string Branch(Operation operation) {
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@ -1756,6 +1786,10 @@ private:
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return GetDeclarationWithSuffix(static_cast<u32>(sampler.GetIndex()), "sampler");
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return GetDeclarationWithSuffix(static_cast<u32>(sampler.GetIndex()), "sampler");
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}
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}
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void EmitIfdefIsBuffer(const Sampler& sampler) {
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code.AddLine(fmt::format("#ifdef SAMPLER_{}_IS_BUFFER", sampler.GetIndex()));
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}
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std::string GetDeclarationWithSuffix(u32 index, const std::string& name) const {
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std::string GetDeclarationWithSuffix(u32 index, const std::string& name) const {
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return fmt::format("{}_{}_{}", name, index, suffix);
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return fmt::format("{}_{}_{}", name, index, suffix);
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}
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}
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