Refactor GetTextureCode and GetTexCode to use an optional instead of optional parameters

This commit is contained in:
Fernando Sahmkow 2019-03-27 07:11:50 -04:00 committed by FernandoS27
parent 4841440382
commit fd4e994de3
2 changed files with 33 additions and 34 deletions

View file

@ -54,7 +54,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
const auto process_mode = instr.tex.GetTextureProcessMode(); const auto process_mode = instr.tex.GetTextureProcessMode();
WriteTexInstructionFloat( WriteTexInstructionFloat(
bb, instr, bb, instr,
GetTexCode(instr, texture_type, process_mode, depth_compare, is_array, is_aoffi)); GetTexCode(instr, texture_type, process_mode, depth_compare, is_array, is_aoffi, {}));
break; break;
} }
case OpCode::Id::TEX_B: { case OpCode::Id::TEX_B: {
@ -69,9 +69,9 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
const bool is_array = instr.tex_b.array != 0; const bool is_array = instr.tex_b.array != 0;
const bool depth_compare = instr.tex_b.UsesMiscMode(TextureMiscMode::DC); const bool depth_compare = instr.tex_b.UsesMiscMode(TextureMiscMode::DC);
const auto process_mode = instr.tex_b.GetTextureProcessMode(); const auto process_mode = instr.tex_b.GetTextureProcessMode();
WriteTexInstructionFloat(bb, instr, WriteTexInstructionFloat(
GetTexCode(instr, texture_type, process_mode, depth_compare, bb, instr,
is_array, true, instr.gpr20)); GetTexCode(instr, texture_type, process_mode, depth_compare, is_array, {instr.gpr20}));
break; break;
} }
case OpCode::Id::TEXS: { case OpCode::Id::TEXS: {
@ -162,10 +162,10 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
// Sadly, not all texture instructions specify the type of texture their sampler // Sadly, not all texture instructions specify the type of texture their sampler
// uses. This must be fixed at a later instance. // uses. This must be fixed at a later instance.
const auto& sampler = const auto& sampler =
!is_bindless is_bindless
? GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false, false) ? GetBindlessSampler(instr.gpr8, Tegra::Shader::TextureType::Texture2D, false,
: GetBindlessSampler(instr.gpr8, Tegra::Shader::TextureType::Texture2D, false, false)
false); : GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false, false);
u32 indexer = 0; u32 indexer = 0;
switch (instr.txq.query_type) { switch (instr.txq.query_type) {
@ -203,9 +203,9 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
auto texture_type = instr.tmml.texture_type.Value(); auto texture_type = instr.tmml.texture_type.Value();
const bool is_array = instr.tmml.array != 0; const bool is_array = instr.tmml.array != 0;
const auto& sampler = !is_bindless const auto& sampler = is_bindless
? GetSampler(instr.sampler, texture_type, is_array, false) ? GetBindlessSampler(instr.gpr20, texture_type, is_array, false)
: GetBindlessSampler(instr.gpr20, texture_type, is_array, false); : GetSampler(instr.sampler, texture_type, is_array, false);
std::vector<Node> coords; std::vector<Node> coords;
@ -381,25 +381,26 @@ void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr,
Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type, Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
TextureProcessMode process_mode, std::vector<Node> coords, TextureProcessMode process_mode, std::vector<Node> coords,
Node array, Node depth_compare, u32 bias_offset, std::vector<Node> aoffi, bool is_bindless, Node array, Node depth_compare, u32 bias_offset, std::vector<Node> aoffi, std::optional<Tegra::Shader::Register> bindless_reg) {
Register bindless_reg) {
const bool is_array = array; const bool is_array = array;
const bool is_shadow = depth_compare; const bool is_shadow = depth_compare;
const bool is_bindless = bindless_reg.has_value();
UNIMPLEMENTED_IF_MSG((texture_type == TextureType::Texture3D && (is_array || is_shadow)) || UNIMPLEMENTED_IF_MSG((texture_type == TextureType::Texture3D && (is_array || is_shadow)) ||
(texture_type == TextureType::TextureCube && is_array && is_shadow), (texture_type == TextureType::TextureCube && is_array && is_shadow),
"This method is not supported."); "This method is not supported.");
const auto& sampler = !is_bindless const auto& sampler = is_bindless
? GetSampler(instr.sampler, texture_type, is_array, is_shadow) ? GetBindlessSampler(*bindless_reg, texture_type, is_array, is_shadow)
: GetBindlessSampler(bindless_reg, texture_type, is_array, is_shadow); : GetSampler(instr.sampler, texture_type, is_array, is_shadow);
const bool lod_needed = process_mode == TextureProcessMode::LZ || const bool lod_needed = process_mode == TextureProcessMode::LZ ||
process_mode == TextureProcessMode::LL || process_mode == TextureProcessMode::LL ||
process_mode == TextureProcessMode::LLA; process_mode == TextureProcessMode::LLA;
// LOD selection (either via bias or explicit textureLod) not supported in GL for // LOD selection (either via bias or explicit textureLod) not
// sampler2DArrayShadow and samplerCubeArrayShadow. // supported in GL for sampler2DArrayShadow and
// samplerCubeArrayShadow.
const bool gl_lod_supported = const bool gl_lod_supported =
!((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && is_shadow) || !((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && is_shadow) ||
(texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow)); (texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
@ -417,8 +418,9 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
lod = Immediate(0.0f); lod = Immediate(0.0f);
break; break;
case TextureProcessMode::LB: case TextureProcessMode::LB:
// If present, lod or bias are always stored in the register indexed by the gpr20 // If present, lod or bias are always stored in the register
// field with an offset depending on the usage of the other registers // indexed by the gpr20 field with an offset depending on the
// usage of the other registers
bias = GetRegister(instr.gpr20.Value() + bias_offset); bias = GetRegister(instr.gpr20.Value() + bias_offset);
break; break;
case TextureProcessMode::LL: case TextureProcessMode::LL:
@ -442,7 +444,7 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type, Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
TextureProcessMode process_mode, bool depth_compare, bool is_array, TextureProcessMode process_mode, bool depth_compare, bool is_array,
bool is_aoffi, bool is_bindless, Register bindless_reg) { bool is_aoffi, std::optional<Tegra::Shader::Register> bindless_reg) {
const bool lod_bias_enabled{ const bool lod_bias_enabled{
(process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ)}; (process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ)};
@ -482,8 +484,7 @@ Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
dc = GetRegister(parameter_register++); dc = GetRegister(parameter_register++);
} }
return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, 0, aoffi, is_bindless, return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, 0, aoffi, bindless_reg);
bindless_reg);
} }
Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type, Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,

View file

@ -769,11 +769,10 @@ private:
void WriteTexsInstructionHalfFloat(NodeBlock& bb, Tegra::Shader::Instruction instr, void WriteTexsInstructionHalfFloat(NodeBlock& bb, Tegra::Shader::Instruction instr,
const Node4& components); const Node4& components);
Node4 GetTexCode( Node4 GetTexCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type, Tegra::Shader::TextureProcessMode process_mode, bool depth_compare,
Tegra::Shader::TextureProcessMode process_mode, bool depth_compare, bool is_array, bool is_array, bool is_aoffi,
bool is_aoffi, bool is_bindless = false, std::optional<Tegra::Shader::Register> bindless_reg);
Tegra::Shader::Register bindless_reg = static_cast<Tegra::Shader::Register>(0));
Node4 GetTexsCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type, Node4 GetTexsCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
Tegra::Shader::TextureProcessMode process_mode, bool depth_compare, Tegra::Shader::TextureProcessMode process_mode, bool depth_compare,
@ -790,12 +789,11 @@ private:
bool lod_bias_enabled, std::size_t max_coords, std::size_t max_inputs); bool lod_bias_enabled, std::size_t max_coords, std::size_t max_inputs);
std::vector<Node> GetAoffiCoordinates(Node aoffi_reg, std::size_t coord_count, bool is_tld4); std::vector<Node> GetAoffiCoordinates(Node aoffi_reg, std::size_t coord_count, bool is_tld4);
Node4 GetTextureCode( Node4 GetTextureCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type, Tegra::Shader::TextureProcessMode process_mode, std::vector<Node> coords,
Tegra::Shader::TextureProcessMode process_mode, std::vector<Node> coords, Node array, Node array, Node depth_compare, u32 bias_offset, std::vector<Node> aoffi,
Node depth_compare, u32 bias_offset, std::vector<Node> aoffi, bool is_bindless = false, std::optional<Tegra::Shader::Register> bindless_reg);
Tegra::Shader::Register bindless_reg = static_cast<Tegra::Shader::Register>(0));
Node GetVideoOperand(Node op, bool is_chunk, bool is_signed, Tegra::Shader::VideoType type, Node GetVideoOperand(Node op, bool is_chunk, bool is_signed, Tegra::Shader::VideoType type,
u64 byte_height); u64 byte_height);