gl_shader_decompiler: Clean up texture instructions
This commit is contained in:
		@@ -1337,15 +1337,7 @@ private:
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        regs.SetRegisterToInteger(dest, true, 0, result, 1, 1);
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    }
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    void WriteTexsInstruction(const Instruction& instr, const std::string& coord,
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                              const std::string& texture) {
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        // Add an extra scope and declare the texture coords inside to prevent
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        // overwriting them in case they are used as outputs of the texs instruction.
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        shader.AddLine('{');
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        ++shader.scope;
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        shader.AddLine(coord);
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        shader.AddLine("vec4 texture_tmp = " + texture + ';');
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    void WriteTexsInstruction(const Instruction& instr, const std::string& texture) {
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        // TEXS has two destination registers and a swizzle. The first two elements in the swizzle
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        // go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
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@@ -1357,19 +1349,17 @@ private:
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            if (written_components < 2) {
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                // Write the first two swizzle components to gpr0 and gpr0+1
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                regs.SetRegisterToFloat(instr.gpr0, component, "texture_tmp", 1, 4, false,
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                regs.SetRegisterToFloat(instr.gpr0, component, texture, 1, 4, false,
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                                        written_components % 2);
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            } else {
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                ASSERT(instr.texs.HasTwoDestinations());
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                // Write the rest of the swizzle components to gpr28 and gpr28+1
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                regs.SetRegisterToFloat(instr.gpr28, component, "texture_tmp", 1, 4, false,
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                regs.SetRegisterToFloat(instr.gpr28, component, texture, 1, 4, false,
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                                        written_components % 2);
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            }
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            ++written_components;
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        }
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        --shader.scope;
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        shader.AddLine('}');
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    }
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    static u32 TextureCoordinates(Tegra::Shader::TextureType texture_type) {
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@@ -2600,7 +2590,6 @@ private:
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            }
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            case OpCode::Id::TEX: {
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                Tegra::Shader::TextureType texture_type{instr.tex.texture_type};
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                std::string coord;
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                const bool is_array = instr.tex.array != 0;
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                UNIMPLEMENTED_IF_MSG(instr.tex.UsesMiscMode(Tegra::Shader::TextureMiscMode::NODEP),
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@@ -2633,21 +2622,23 @@ private:
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                bool depth_compare_extra = false;
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                const auto scope = shader.Scope();
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                switch (num_coordinates) {
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                case 1: {
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                    const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index);
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                    if (is_array) {
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                        if (depth_compare) {
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                            coord = "vec3 coords = vec3(" + x + ", " + depth_value + ", " +
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                                    array_elem + ");";
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                            shader.AddLine("vec3 coords = vec3(" + x + ", " + depth_value + ", " +
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                                           array_elem + ");");
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                        } else {
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                            coord = "vec2 coords = vec2(" + x + ", " + array_elem + ");";
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                            shader.AddLine("vec2 coords = vec2(" + x + ", " + array_elem + ");");
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                        }
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                    } else {
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                        if (depth_compare) {
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                            coord = "vec2 coords = vec2(" + x + ", " + depth_value + ");";
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                            shader.AddLine("vec2 coords = vec2(" + x + ", " + depth_value + ");");
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                        } else {
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                            coord = "float coords = " + x + ';';
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                            shader.AddLine("float coords = " + x + ';');
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                        }
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                    }
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                    break;
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@@ -2658,17 +2649,18 @@ private:
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                        regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 1);
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                    if (is_array) {
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                        if (depth_compare) {
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                            coord = "vec4 coords = vec4(" + x + ", " + y + ", " + depth_value +
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                                    ", " + array_elem + ");";
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                            shader.AddLine("vec4 coords = vec4(" + x + ", " + y + ", " +
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                                           depth_value + ", " + array_elem + ");");
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                        } else {
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                            coord = "vec3 coords = vec3(" + x + ", " + y + ", " + array_elem + ");";
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                            shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " +
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                                           array_elem + ");");
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                        }
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                    } else {
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                        if (depth_compare) {
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                            coord =
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                                "vec3 coords = vec3(" + x + ", " + y + ", " + depth_value + ");";
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                            shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " +
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                                           depth_value + ");");
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                        } else {
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                            coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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                            shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");");
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                        }
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                    }
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                    break;
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@@ -2681,14 +2673,14 @@ private:
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                        regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 2);
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                    if (is_array) {
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                        depth_compare_extra = depth_compare;
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                        coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " +
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                                array_elem + ");";
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                        shader.AddLine("vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " +
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                                array_elem + ");");
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                    } else {
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                        if (depth_compare) {
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                            coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " +
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                                    depth_value + ");";
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                            shader.AddLine("vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " +
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                                    depth_value + ");");
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                        } else {
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                            coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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                            shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + z + ");");
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                        }
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                    }
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                    break;
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@@ -2700,7 +2692,7 @@ private:
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                    // Fallback to interpreting as a 2D texture for now
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                    const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                    coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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                    shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");");
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                    texture_type = Tegra::Shader::TextureType::Texture2D;
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                }
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@@ -2709,9 +2701,6 @@ private:
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                // Add an extra scope and declare the texture coords inside to prevent
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                // overwriting them in case they are used as outputs of the texs instruction.
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                shader.AddLine('{');
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                ++shader.scope;
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                shader.AddLine(coord);
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                std::string texture;
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                switch (instr.tex.GetTextureProcessMode()) {
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@@ -2765,23 +2754,20 @@ private:
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                                      static_cast<u32>(instr.tex.GetTextureProcessMode()));
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                }
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                }
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                if (!depth_compare) {
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                    shader.AddLine("vec4 texture_tmp = " + texture + ';');
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                if (depth_compare) {
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                    regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false);
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                } else {
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                    std::size_t dest_elem{};
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                    for (std::size_t elem = 0; elem < 4; ++elem) {
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                        if (!instr.tex.IsComponentEnabled(elem)) {
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                            // Skip disabled components
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                            continue;
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                        }
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                        regs.SetRegisterToFloat(instr.gpr0, elem, "texture_tmp", 1, 4, false,
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                                                dest_elem);
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                        regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
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                        ++dest_elem;
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                    }
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                } else {
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                    regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false);
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                }
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                --shader.scope;
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                shader.AddLine('}');
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                break;
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            }
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            case OpCode::Id::TEXS: {
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@@ -2884,6 +2870,7 @@ private:
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                }
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                const std::string sampler =
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                    GetSampler(instr.sampler, texture_type, is_array, depth_compare);
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                std::string texture;
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                switch (process_mode) {
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                case Tegra::Shader::TextureProcessMode::None: {
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@@ -2908,12 +2895,11 @@ private:
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                                      static_cast<u32>(instr.texs.GetTextureProcessMode()));
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                }
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                }
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                if (!depth_compare) {
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                    WriteTexsInstruction(instr, coord, texture);
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                } else {
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                    WriteTexsInstruction(instr, coord, "vec4(" + texture + ')');
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                }
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                if (depth_compare) {
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                    texture = "vec4(" + texture + ')';
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                }
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                WriteTexsInstruction(instr, texture);
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                break;
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            }
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            case OpCode::Id::TLDS: {
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@@ -2974,13 +2960,12 @@ private:
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                                      static_cast<u32>(instr.tlds.GetTextureProcessMode()));
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                }
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                }
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                WriteTexsInstruction(instr, coords, texture);
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                WriteTexsInstruction(instr, texture);
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                break;
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            }
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            case OpCode::Id::TLD4: {
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                ASSERT(instr.tld4.texture_type == Tegra::Shader::TextureType::Texture2D);
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                ASSERT(instr.tld4.array == 0);
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                std::string coord;
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                UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(Tegra::Shader::TextureMiscMode::NODEP),
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                                     "NODEP is not implemented");
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@@ -2997,10 +2982,7 @@ private:
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                if (depth_compare)
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                    num_coordinates += 1;
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                // Add an extra scope and declare the texture coords inside to prevent
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                // overwriting them in case they are used as outputs of the texs instruction.
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                shader.AddLine('{');
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                ++shader.scope;
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                const auto scope = shader.Scope();
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                switch (num_coordinates) {
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                case 2: {
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@@ -3031,7 +3013,9 @@ private:
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                const std::string texture = "textureGather(" + sampler + ", coords, " +
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                                            std::to_string(instr.tld4.component) + ')';
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                if (!depth_compare) {
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                if (depth_compare) {
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                    regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false);
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                } else {
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                    shader.AddLine("vec4 texture_tmp = " + texture + ';');
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                    std::size_t dest_elem{};
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                    for (std::size_t elem = 0; elem < 4; ++elem) {
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@@ -3043,11 +3027,7 @@ private:
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                                                dest_elem);
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                        ++dest_elem;
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                    }
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                } else {
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                    regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false);
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                }
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                --shader.scope;
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                shader.AddLine('}');
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                break;
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            }
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            case OpCode::Id::TLD4S: {
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@@ -3074,26 +3054,22 @@ private:
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                    const std::string op_y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                    shader.AddLine("vec3 coords = vec3(" + op_a + ", " + op_y + ", " + op_b + ");");
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                }
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                const std::string texture = "textureGather(" + sampler + ", coords, " +
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                std::string texture = "textureGather(" + sampler + ", coords, " +
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                                      std::to_string(instr.tld4s.component) + ')';
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                if (!depth_compare) {
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                    WriteTexsInstruction(instr, coords, texture);
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                } else {
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                    WriteTexsInstruction(instr, coords, "vec4(" + texture + ')');
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                if (depth_compare) {
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                    texture = "vec4(" + texture + ')';
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                }
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                --shader.scope;
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                shader.AddLine('}');
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                WriteTexsInstruction(instr, texture);
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                break;
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            }
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            case OpCode::Id::TXQ: {
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                UNIMPLEMENTED_IF_MSG(instr.txq.UsesMiscMode(Tegra::Shader::TextureMiscMode::NODEP),
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                                     "NODEP is not implemented");
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                ++shader.scope;
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                shader.AddLine('{');
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                // TODO: the new commits on the texture refactor, change the way samplers work.
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                const auto scope = shader.Scope();
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                // TODO: The new commits on the texture refactor, change the way samplers work.
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                // Sadly, not all texture instructions specify the type of texture their sampler
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                // uses. This must be fixed at a later instance.
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                const std::string sampler =
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@@ -3104,7 +3080,8 @@ private:
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                                                regs.GetRegisterAsInteger(instr.gpr8) + ')';
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                    const std::string mip_level = "textureQueryLevels(" + sampler + ')';
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                    shader.AddLine("ivec2 sizes = " + texture + ';');
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                    regs.SetRegisterToInteger(instr.gpr0, true, 0, "sizes.x", 1, 1);
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                    regs.SetRegisterToInteger(instr.gpr0.Value() + 0, true, 0, "sizes.x", 1, 1);
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                    regs.SetRegisterToInteger(instr.gpr0.Value() + 1, true, 0, "sizes.y", 1, 1);
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                    regs.SetRegisterToInteger(instr.gpr0.Value() + 2, true, 0, "0", 1, 1);
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                    regs.SetRegisterToInteger(instr.gpr0.Value() + 3, true, 0, mip_level, 1, 1);
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@@ -3115,8 +3092,6 @@ private:
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                                      static_cast<u32>(instr.txq.query_type.Value()));
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                }
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                }
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                --shader.scope;
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                shader.AddLine('}');
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                break;
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            }
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            case OpCode::Id::TMML: {
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@@ -3131,17 +3106,18 @@ private:
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                const std::string sampler =
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                    GetSampler(instr.sampler, texture_type, is_array, false);
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                // TODO: add coordinates for different samplers once other texture types are
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                const auto scope = shader.Scope();
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                // TODO: Add coordinates for different samplers once other texture types are
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                // implemented.
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                std::string coord;
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                switch (texture_type) {
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                case Tegra::Shader::TextureType::Texture1D: {
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                    coord = "float coords = " + x + ';';
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                    shader.AddLine("float coords = " + x + ';');
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                    break;
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                }
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                case Tegra::Shader::TextureType::Texture2D: {
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                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                    coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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                    shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");");
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                    break;
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                }
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                default:
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@@ -3149,22 +3125,15 @@ private:
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                    // Fallback to interpreting as a 2D texture for now
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                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                    coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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                    shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");");
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                    texture_type = Tegra::Shader::TextureType::Texture2D;
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                }
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                // Add an extra scope and declare the texture coords inside to prevent
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                // overwriting them in case they are used as outputs of the texs instruction.
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                shader.AddLine('{');
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		||||
                ++shader.scope;
 | 
			
		||||
                shader.AddLine(coord);
 | 
			
		||||
 | 
			
		||||
                const std::string texture = "textureQueryLod(" + sampler + ", coords)";
 | 
			
		||||
                const std::string tmp = "vec2 tmp = " + texture + "*vec2(256.0, 256.0);";
 | 
			
		||||
                shader.AddLine(tmp);
 | 
			
		||||
                shader.AddLine("vec2 tmp = " + texture + " * vec2(256.0, 256.0);");
 | 
			
		||||
 | 
			
		||||
                regs.SetRegisterToInteger(instr.gpr0, true, 0, "int(tmp.y)", 1, 1);
 | 
			
		||||
                regs.SetRegisterToInteger(instr.gpr0.Value() + 1, false, 0, "uint(tmp.x)", 1, 1);
 | 
			
		||||
                --shader.scope;
 | 
			
		||||
                shader.AddLine('}');
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
            default: {
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user