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authorReinUsesLisp <reinuseslisp@airmail.cc>2020-10-07 23:17:46 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-10-07 23:17:46 -0300
commitbe7e8a4f08ac1ad3da3265246391591de8022ada (patch)
tree29bf9c22b1a0e2092676d7ed14c6091e67f63203 /src/video_core/shader/decode/texture.cpp
parentf268127175da6ab26d21c19fdeb59e1b7edeaee5 (diff)
shader/texture: Implement CUBE texture type for TMML and fix arrays
TMML takes an array argument that has no known meaning, this one appears as the first component in gpr8 followed by s, t and r. Skip this component when arrays are being used. Also implement CUBE texture types. - Used by Pikmin 3: Deluxe Demo.
Diffstat (limited to 'src/video_core/shader/decode/texture.cpp')
-rw-r--r--src/video_core/shader/decode/texture.cpp41
1 files changed, 22 insertions, 19 deletions
diff --git a/src/video_core/shader/decode/texture.cpp b/src/video_core/shader/decode/texture.cpp
index a03b50e39b..4e932a4b6b 100644
--- a/src/video_core/shader/decode/texture.cpp
+++ b/src/video_core/shader/decode/texture.cpp
@@ -292,33 +292,36 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
break;
}
- std::vector<Node> coords;
-
- // TODO: Add coordinates for different samplers once other texture types are implemented.
- switch (texture_type) {
- case TextureType::Texture1D:
- coords.push_back(GetRegister(instr.gpr8));
- break;
- case TextureType::Texture2D:
- coords.push_back(GetRegister(instr.gpr8.Value() + 0));
- coords.push_back(GetRegister(instr.gpr8.Value() + 1));
- break;
- default:
- UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<int>(texture_type));
+ const u64 base_index = is_array ? 1 : 0;
+ const u64 num_components = [texture_type] {
+ switch (texture_type) {
+ case TextureType::Texture1D:
+ return 1;
+ case TextureType::Texture2D:
+ return 2;
+ case TextureType::TextureCube:
+ return 3;
+ default:
+ UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<int>(texture_type));
+ return 2;
+ }
+ }();
+ // TODO: What's the array component used for?
- // Fallback to interpreting as a 2D texture for now
- coords.push_back(GetRegister(instr.gpr8.Value() + 0));
- coords.push_back(GetRegister(instr.gpr8.Value() + 1));
+ std::vector<Node> coords;
+ coords.reserve(num_components);
+ for (u64 component = 0; component < num_components; ++component) {
+ coords.push_back(GetRegister(instr.gpr8.Value() + base_index + component));
}
+
u32 indexer = 0;
for (u32 element = 0; element < 2; ++element) {
if (!instr.tmml.IsComponentEnabled(element)) {
continue;
}
- auto params = coords;
MetaTexture meta{*sampler, {}, {}, {}, {}, {}, {}, {}, {}, element, index_var};
- const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
- SetTemporary(bb, indexer++, value);
+ Node value = Operation(OperationCode::TextureQueryLod, meta, coords);
+ SetTemporary(bb, indexer++, std::move(value));
}
for (u32 i = 0; i < indexer; ++i) {
SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));