Merge pull request #787 from bunnei/tlds

gl_shader_decompiler: Implement shader instruction TLDS.
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bunnei 2018-07-23 19:14:01 -07:00 committed by GitHub
commit f6657bc8d7
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@ -750,6 +750,38 @@ private:
} }
} }
std::string WriteTexsInstruction(const Instruction& instr, const std::string& coord,
const std::string& texture) {
// Add an extra scope and declare the texture coords inside to prevent
// overwriting them in case they are used as outputs of the texs instruction.
shader.AddLine('{');
++shader.scope;
shader.AddLine(coord);
// TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA
// goes into gpr28+0 and gpr28+1
size_t texs_offset{};
for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) {
for (unsigned elem = 0; elem < 2; ++elem) {
if (!instr.texs.IsComponentEnabled(elem)) {
// Skip disabled components
continue;
}
regs.SetRegisterToFloat(dest, elem + texs_offset, texture, 1, 4, false, elem);
}
if (!instr.texs.HasTwoDestinations()) {
// Skip the second destination
break;
}
texs_offset += 2;
}
--shader.scope;
shader.AddLine('}');
}
/** /**
* Compiles a single instruction from Tegra to GLSL. * Compiles a single instruction from Tegra to GLSL.
* @param offset the offset of the Tegra shader instruction. * @param offset the offset of the Tegra shader instruction.
@ -1348,36 +1380,18 @@ private:
const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20); const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20);
const std::string sampler = GetSampler(instr.sampler); const std::string sampler = GetSampler(instr.sampler);
const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");"; const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
// Add an extra scope and declare the texture coords inside to prevent
// overwriting them in case they are used as outputs of the texs instruction.
shader.AddLine("{");
++shader.scope;
shader.AddLine(coord);
const std::string texture = "texture(" + sampler + ", coords)"; const std::string texture = "texture(" + sampler + ", coords)";
WriteTexsInstruction(instr, coord, texture);
// TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA
// goes into gpr28+0 and gpr28+1
size_t texs_offset{};
for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) {
for (unsigned elem = 0; elem < 2; ++elem) {
if (!instr.texs.IsComponentEnabled(elem)) {
// Skip disabled components
continue;
}
regs.SetRegisterToFloat(dest, elem + texs_offset, texture, 1, 4, false,
elem);
}
if (!instr.texs.HasTwoDestinations()) {
// Skip the second destination
break; break;
} }
case OpCode::Id::TLDS: {
texs_offset += 2; const std::string op_a = regs.GetRegisterAsInteger(instr.gpr8);
} const std::string op_b = regs.GetRegisterAsInteger(instr.gpr20);
--shader.scope; const std::string sampler = GetSampler(instr.sampler);
shader.AddLine("}"); const std::string coord = "ivec2 coords = ivec2(" + op_a + ", " + op_b + ");";
const std::string texture = "texelFetch(" + sampler + ", coords, 0)";
WriteTexsInstruction(instr, coord, texture);
break; break;
} }
default: { default: {