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Fix arrayed shadow sampler array slice/depth comparison ordering, as well as invalid GLSL LOD selection.
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84823a3036
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@ -1591,23 +1591,21 @@ private:
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process_mode == Tegra::Shader::TextureProcessMode::LL ||
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process_mode == Tegra::Shader::TextureProcessMode::LL ||
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process_mode == Tegra::Shader::TextureProcessMode::LLA;
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process_mode == Tegra::Shader::TextureProcessMode::LLA;
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// LOD selection (either via bias or explicit textureLod) not supported in GL for
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// sampler2DArrayShadow and samplerCubeArrayShadow.
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const bool gl_lod_supported = !(
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const bool gl_lod_supported = !(
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(texture_type == Tegra::Shader::TextureType::Texture2D && is_array && depth_compare) ||
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(texture_type == Tegra::Shader::TextureType::Texture2D && is_array && depth_compare) ||
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(texture_type == Tegra::Shader::TextureType::TextureCube && !is_array &&
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(texture_type == Tegra::Shader::TextureType::TextureCube && is_array && depth_compare));
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depth_compare));
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const std::string read_method = lod_needed && gl_lod_supported ? "textureLod(" : "texture(";
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const std::string read_method = lod_needed && gl_lod_supported ? "textureLod(" : "texture(";
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std::string texture = read_method + sampler + ", coord";
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std::string texture = read_method + sampler + ", coord";
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if (process_mode != Tegra::Shader::TextureProcessMode::None) {
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UNIMPLEMENTED_IF(process_mode != Tegra::Shader::TextureProcessMode::None &&
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!gl_lod_supported);
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if (process_mode != Tegra::Shader::TextureProcessMode::None && gl_lod_supported) {
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if (process_mode == Tegra::Shader::TextureProcessMode::LZ) {
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if (process_mode == Tegra::Shader::TextureProcessMode::LZ) {
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if (gl_lod_supported) {
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texture += ", 0.0";
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texture += ", 0";
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} else {
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// Lod 0 is emulated by a big negative bias
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// in scenarios that are not supported by glsl
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texture += ", -1000";
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}
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} else {
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} else {
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// If present, lod or bias are always stored in the register indexed by the
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// If present, lod or bias are always stored in the register indexed by the
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// gpr20
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// gpr20
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@ -1645,15 +1643,15 @@ private:
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if (depth_compare && !is_array && texture_type == Tegra::Shader::TextureType::Texture1D) {
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if (depth_compare && !is_array && texture_type == Tegra::Shader::TextureType::Texture1D) {
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coord += ",0.0";
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coord += ",0.0";
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}
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}
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if (is_array) {
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coord += ',' + regs.GetRegisterAsInteger(array_register);
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}
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if (depth_compare) {
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if (depth_compare) {
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// Depth is always stored in the register signaled by gpr20
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// Depth is always stored in the register signaled by gpr20
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// or in the next register if lod or bias are used
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// or in the next register if lod or bias are used
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const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
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const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
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coord += ',' + regs.GetRegisterAsFloat(depth_register);
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coord += ',' + regs.GetRegisterAsFloat(depth_register);
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}
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}
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if (is_array) {
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coord += ',' + regs.GetRegisterAsInteger(array_register);
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}
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coord += ");";
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coord += ");";
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return std::make_pair(
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return std::make_pair(
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coord, GetTextureCode(instr, texture_type, process_mode, depth_compare, is_array, 0));
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coord, GetTextureCode(instr, texture_type, process_mode, depth_compare, is_array, 0));
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@ -1686,15 +1684,15 @@ private:
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}
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}
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}
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}
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if (is_array) {
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coord += ',' + regs.GetRegisterAsInteger(array_register);
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}
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if (depth_compare) {
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if (depth_compare) {
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// Depth is always stored in the register signaled by gpr20
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// Depth is always stored in the register signaled by gpr20
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// or in the next register if lod or bias are used
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// or in the next register if lod or bias are used
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const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
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const u64 depth_register = instr.gpr20.Value() + (lod_bias_enabled ? 1 : 0);
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coord += ',' + regs.GetRegisterAsFloat(depth_register);
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coord += ',' + regs.GetRegisterAsFloat(depth_register);
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}
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}
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if (is_array) {
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coord += ',' + regs.GetRegisterAsInteger(array_register);
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}
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coord += ");";
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coord += ");";
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return std::make_pair(coord,
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return std::make_pair(coord,
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