709 lines
26 KiB
C#
709 lines
26 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
|
|
|
|
namespace Ryujinx.Graphics.Shader.Translation.Transforms
|
|
{
|
|
class TexturePass : ITransformPass
|
|
{
|
|
public static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node)
|
|
{
|
|
if (node.Value is TextureOperation texOp)
|
|
{
|
|
node = InsertTexelFetchScale(context.Hfm, node, context.ResourceManager, context.Stage);
|
|
node = InsertTextureSizeUnscale(context.Hfm, node, context.ResourceManager, context.Stage);
|
|
|
|
if (texOp.Inst == Instruction.TextureSample)
|
|
{
|
|
node = InsertCoordNormalization(context.Hfm, node, context.ResourceManager, context.GpuAccessor, context.Stage);
|
|
node = InsertCoordGatherBias(node, context.ResourceManager, context.GpuAccessor);
|
|
node = InsertConstOffsets(node, context.GpuAccessor, context.Stage);
|
|
|
|
if (texOp.Type == SamplerType.TextureBuffer && !context.GpuAccessor.QueryHostSupportsSnormBufferTextureFormat())
|
|
{
|
|
node = InsertSnormNormalization(node, context.ResourceManager, context.GpuAccessor);
|
|
}
|
|
}
|
|
}
|
|
|
|
return node;
|
|
}
|
|
|
|
private static LinkedListNode<INode> InsertTexelFetchScale(
|
|
HelperFunctionManager hfm,
|
|
LinkedListNode<INode> node,
|
|
ResourceManager resourceManager,
|
|
ShaderStage stage)
|
|
{
|
|
TextureOperation texOp = (TextureOperation)node.Value;
|
|
|
|
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
|
bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
|
|
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
|
|
|
|
int coordsCount = texOp.Type.GetDimensions();
|
|
|
|
int coordsIndex = isBindless || isIndexed ? 1 : 0;
|
|
|
|
bool isImage = IsImageInstructionWithScale(texOp.Inst);
|
|
|
|
if ((texOp.Inst == Instruction.TextureSample || isImage) &&
|
|
(intCoords || isImage) &&
|
|
!isBindless &&
|
|
!isIndexed &&
|
|
stage.SupportsRenderScale() &&
|
|
TypeSupportsScale(texOp.Type))
|
|
{
|
|
int functionId = hfm.GetOrCreateFunctionId(HelperFunctionName.TexelFetchScale);
|
|
int samplerIndex = isImage
|
|
? resourceManager.GetTextureDescriptors().Length + resourceManager.FindImageDescriptorIndex(texOp.Binding)
|
|
: resourceManager.FindTextureDescriptorIndex(texOp.Binding);
|
|
|
|
for (int index = 0; index < coordsCount; index++)
|
|
{
|
|
Operand scaledCoord = Local();
|
|
Operand[] callArgs;
|
|
|
|
if (stage == ShaderStage.Fragment)
|
|
{
|
|
callArgs = new Operand[] { Const(functionId), texOp.GetSource(coordsIndex + index), Const(samplerIndex), Const(index) };
|
|
}
|
|
else
|
|
{
|
|
callArgs = new Operand[] { Const(functionId), texOp.GetSource(coordsIndex + index), Const(samplerIndex) };
|
|
}
|
|
|
|
node.List.AddBefore(node, new Operation(Instruction.Call, 0, scaledCoord, callArgs));
|
|
|
|
texOp.SetSource(coordsIndex + index, scaledCoord);
|
|
}
|
|
}
|
|
|
|
return node;
|
|
}
|
|
|
|
private static LinkedListNode<INode> InsertTextureSizeUnscale(
|
|
HelperFunctionManager hfm,
|
|
LinkedListNode<INode> node,
|
|
ResourceManager resourceManager,
|
|
ShaderStage stage)
|
|
{
|
|
TextureOperation texOp = (TextureOperation)node.Value;
|
|
|
|
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
|
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
|
|
|
|
if (texOp.Inst == Instruction.TextureQuerySize &&
|
|
texOp.Index < 2 &&
|
|
!isBindless &&
|
|
!isIndexed &&
|
|
stage.SupportsRenderScale() &&
|
|
TypeSupportsScale(texOp.Type))
|
|
{
|
|
int functionId = hfm.GetOrCreateFunctionId(HelperFunctionName.TextureSizeUnscale);
|
|
int samplerIndex = resourceManager.FindTextureDescriptorIndex(texOp.Binding);
|
|
|
|
for (int index = texOp.DestsCount - 1; index >= 0; index--)
|
|
{
|
|
Operand dest = texOp.GetDest(index);
|
|
|
|
Operand unscaledSize = Local();
|
|
|
|
// Replace all uses with the unscaled size value.
|
|
// This must be done before the call is added, since it also is a use of the original size.
|
|
foreach (INode useOp in dest.UseOps)
|
|
{
|
|
for (int srcIndex = 0; srcIndex < useOp.SourcesCount; srcIndex++)
|
|
{
|
|
if (useOp.GetSource(srcIndex) == dest)
|
|
{
|
|
useOp.SetSource(srcIndex, unscaledSize);
|
|
}
|
|
}
|
|
}
|
|
|
|
Operand[] callArgs = new Operand[] { Const(functionId), dest, Const(samplerIndex) };
|
|
|
|
node.List.AddAfter(node, new Operation(Instruction.Call, 0, unscaledSize, callArgs));
|
|
}
|
|
}
|
|
|
|
return node;
|
|
}
|
|
|
|
private static LinkedListNode<INode> InsertCoordNormalization(
|
|
HelperFunctionManager hfm,
|
|
LinkedListNode<INode> node,
|
|
ResourceManager resourceManager,
|
|
IGpuAccessor gpuAccessor,
|
|
ShaderStage stage)
|
|
{
|
|
// Emulate non-normalized coordinates by normalizing the coordinates on the shader.
|
|
// Without normalization, the coordinates are expected to the in the [0, W or H] range,
|
|
// and otherwise, it is expected to be in the [0, 1] range.
|
|
// We normalize by dividing the coords by the texture size.
|
|
|
|
TextureOperation texOp = (TextureOperation)node.Value;
|
|
|
|
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
|
|
|
if (isBindless || !resourceManager.TryGetCbufSlotAndHandleForTexture(texOp.Binding, out int cbufSlot, out int handle))
|
|
{
|
|
return node;
|
|
}
|
|
|
|
bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
|
|
|
|
bool isCoordNormalized = gpuAccessor.QueryTextureCoordNormalized(handle, cbufSlot);
|
|
|
|
if (isCoordNormalized || intCoords)
|
|
{
|
|
return node;
|
|
}
|
|
|
|
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
|
|
|
|
int coordsCount = texOp.Type.GetDimensions();
|
|
int coordsIndex = isBindless || isIndexed ? 1 : 0;
|
|
|
|
int normCoordsCount = (texOp.Type & SamplerType.Mask) == SamplerType.TextureCube ? 2 : coordsCount;
|
|
|
|
for (int index = 0; index < normCoordsCount; index++)
|
|
{
|
|
Operand coordSize = Local();
|
|
|
|
Operand[] texSizeSources;
|
|
|
|
if (isBindless || isIndexed)
|
|
{
|
|
texSizeSources = new Operand[] { texOp.GetSource(0), Const(0) };
|
|
}
|
|
else
|
|
{
|
|
texSizeSources = new Operand[] { Const(0) };
|
|
}
|
|
|
|
LinkedListNode<INode> textureSizeNode = node.List.AddBefore(node, new TextureOperation(
|
|
Instruction.TextureQuerySize,
|
|
texOp.Type,
|
|
texOp.Format,
|
|
texOp.Flags,
|
|
texOp.Binding,
|
|
index,
|
|
new[] { coordSize },
|
|
texSizeSources));
|
|
|
|
resourceManager.SetUsageFlagsForTextureQuery(texOp.Binding, texOp.Type);
|
|
|
|
Operand source = texOp.GetSource(coordsIndex + index);
|
|
|
|
Operand coordNormalized = Local();
|
|
|
|
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, coordNormalized, source, GenerateI2f(node, coordSize)));
|
|
|
|
texOp.SetSource(coordsIndex + index, coordNormalized);
|
|
|
|
InsertTextureSizeUnscale(hfm, textureSizeNode, resourceManager, stage);
|
|
}
|
|
|
|
return node;
|
|
}
|
|
|
|
private static LinkedListNode<INode> InsertCoordGatherBias(LinkedListNode<INode> node, ResourceManager resourceManager, IGpuAccessor gpuAccessor)
|
|
{
|
|
// The gather behavior when the coordinate sits right in the middle of two texels is not well defined.
|
|
// To ensure the correct texel is sampled, we add a small bias value to the coordinate.
|
|
// This value is calculated as the minimum value required to change the texel it will sample from,
|
|
// and is 0 if the host does not require the bias.
|
|
|
|
TextureOperation texOp = (TextureOperation)node.Value;
|
|
|
|
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
|
bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
|
|
|
|
int gatherBiasPrecision = gpuAccessor.QueryHostGatherBiasPrecision();
|
|
|
|
if (!isGather || gatherBiasPrecision == 0)
|
|
{
|
|
return node;
|
|
}
|
|
|
|
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
|
|
|
|
int coordsCount = texOp.Type.GetDimensions();
|
|
int coordsIndex = isBindless || isIndexed ? 1 : 0;
|
|
|
|
int normCoordsCount = (texOp.Type & SamplerType.Mask) == SamplerType.TextureCube ? 2 : coordsCount;
|
|
|
|
for (int index = 0; index < normCoordsCount; index++)
|
|
{
|
|
Operand coordSize = Local();
|
|
Operand scaledSize = Local();
|
|
Operand bias = Local();
|
|
|
|
Operand[] texSizeSources;
|
|
|
|
if (isBindless || isIndexed)
|
|
{
|
|
texSizeSources = new Operand[] { texOp.GetSource(0), Const(0) };
|
|
}
|
|
else
|
|
{
|
|
texSizeSources = new Operand[] { Const(0) };
|
|
}
|
|
|
|
node.List.AddBefore(node, new TextureOperation(
|
|
Instruction.TextureQuerySize,
|
|
texOp.Type,
|
|
texOp.Format,
|
|
texOp.Flags,
|
|
texOp.Binding,
|
|
index,
|
|
new[] { coordSize },
|
|
texSizeSources));
|
|
|
|
node.List.AddBefore(node, new Operation(
|
|
Instruction.FP32 | Instruction.Multiply,
|
|
scaledSize,
|
|
GenerateI2f(node, coordSize),
|
|
ConstF((float)(1 << (gatherBiasPrecision + 1)))));
|
|
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, bias, ConstF(1f), scaledSize));
|
|
|
|
Operand source = texOp.GetSource(coordsIndex + index);
|
|
|
|
Operand coordBiased = Local();
|
|
|
|
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordBiased, source, bias));
|
|
|
|
texOp.SetSource(coordsIndex + index, coordBiased);
|
|
}
|
|
|
|
return node;
|
|
}
|
|
|
|
private static LinkedListNode<INode> InsertConstOffsets(LinkedListNode<INode> node, IGpuAccessor gpuAccessor, ShaderStage stage)
|
|
{
|
|
// Non-constant texture offsets are not allowed (according to the spec),
|
|
// however some GPUs does support that.
|
|
// For GPUs where it is not supported, we can replace the instruction with the following:
|
|
// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
|
|
// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
|
|
// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
|
|
// For textureGatherOffset, we split the operation into up to 4 operations, one for each component
|
|
// that is accessed, where each textureGather operation has a different offset for each pixel.
|
|
|
|
TextureOperation texOp = (TextureOperation)node.Value;
|
|
|
|
bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
|
|
bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
|
|
|
|
bool hasInvalidOffset = (hasOffset || hasOffsets) && !gpuAccessor.QueryHostSupportsNonConstantTextureOffset();
|
|
|
|
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
|
|
|
if (!hasInvalidOffset)
|
|
{
|
|
return node;
|
|
}
|
|
|
|
bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
|
|
bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
|
|
bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
|
|
bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
|
|
bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
|
|
|
|
bool isArray = (texOp.Type & SamplerType.Array) != 0;
|
|
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
|
|
bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
|
|
bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
|
|
|
|
int coordsCount = texOp.Type.GetDimensions();
|
|
|
|
int offsetsCount;
|
|
|
|
if (hasOffsets)
|
|
{
|
|
offsetsCount = coordsCount * 4;
|
|
}
|
|
else if (hasOffset)
|
|
{
|
|
offsetsCount = coordsCount;
|
|
}
|
|
else
|
|
{
|
|
offsetsCount = 0;
|
|
}
|
|
|
|
Operand[] offsets = new Operand[offsetsCount];
|
|
Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
|
|
|
|
int copyCount = 0;
|
|
|
|
if (isBindless || isIndexed)
|
|
{
|
|
copyCount++;
|
|
}
|
|
|
|
Operand[] lodSources = new Operand[copyCount + coordsCount];
|
|
|
|
for (int index = 0; index < lodSources.Length; index++)
|
|
{
|
|
lodSources[index] = texOp.GetSource(index);
|
|
}
|
|
|
|
copyCount += coordsCount;
|
|
|
|
if (isArray)
|
|
{
|
|
copyCount++;
|
|
}
|
|
|
|
if (isShadow)
|
|
{
|
|
copyCount++;
|
|
}
|
|
|
|
if (hasDerivatives)
|
|
{
|
|
copyCount += coordsCount * 2;
|
|
}
|
|
|
|
if (isMultisample)
|
|
{
|
|
copyCount++;
|
|
}
|
|
else if (hasLodLevel)
|
|
{
|
|
copyCount++;
|
|
}
|
|
|
|
int srcIndex = 0;
|
|
int dstIndex = 0;
|
|
|
|
for (int index = 0; index < copyCount; index++)
|
|
{
|
|
sources[dstIndex++] = texOp.GetSource(srcIndex++);
|
|
}
|
|
|
|
bool areAllOffsetsConstant = true;
|
|
|
|
for (int index = 0; index < offsetsCount; index++)
|
|
{
|
|
Operand offset = texOp.GetSource(srcIndex++);
|
|
|
|
areAllOffsetsConstant &= offset.Type == OperandType.Constant;
|
|
|
|
offsets[index] = offset;
|
|
}
|
|
|
|
hasInvalidOffset &= !areAllOffsetsConstant;
|
|
|
|
if (!hasInvalidOffset)
|
|
{
|
|
return node;
|
|
}
|
|
|
|
if (hasLodBias)
|
|
{
|
|
sources[dstIndex++] = texOp.GetSource(srcIndex++);
|
|
}
|
|
|
|
if (isGather && !isShadow)
|
|
{
|
|
sources[dstIndex++] = texOp.GetSource(srcIndex++);
|
|
}
|
|
|
|
int coordsIndex = isBindless || isIndexed ? 1 : 0;
|
|
|
|
int componentIndex = texOp.Index;
|
|
|
|
Operand[] dests = new Operand[texOp.DestsCount];
|
|
|
|
for (int i = 0; i < texOp.DestsCount; i++)
|
|
{
|
|
dests[i] = texOp.GetDest(i);
|
|
}
|
|
|
|
Operand bindlessHandle = isBindless || isIndexed ? sources[0] : null;
|
|
|
|
LinkedListNode<INode> oldNode = node;
|
|
|
|
if (isGather && !isShadow)
|
|
{
|
|
Operand[] newSources = new Operand[sources.Length];
|
|
|
|
sources.CopyTo(newSources, 0);
|
|
|
|
Operand[] texSizes = InsertTextureLod(node, texOp, lodSources, bindlessHandle, coordsCount, stage);
|
|
|
|
int destIndex = 0;
|
|
|
|
for (int compIndex = 0; compIndex < 4; compIndex++)
|
|
{
|
|
if (((texOp.Index >> compIndex) & 1) == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (int index = 0; index < coordsCount; index++)
|
|
{
|
|
Operand offset = Local();
|
|
|
|
Operand intOffset = offsets[index + (hasOffsets ? compIndex * coordsCount : 0)];
|
|
|
|
node.List.AddBefore(node, new Operation(
|
|
Instruction.FP32 | Instruction.Divide,
|
|
offset,
|
|
GenerateI2f(node, intOffset),
|
|
GenerateI2f(node, texSizes[index])));
|
|
|
|
Operand source = sources[coordsIndex + index];
|
|
|
|
Operand coordPlusOffset = Local();
|
|
|
|
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
|
|
|
|
newSources[coordsIndex + index] = coordPlusOffset;
|
|
}
|
|
|
|
TextureOperation newTexOp = new(
|
|
Instruction.TextureSample,
|
|
texOp.Type,
|
|
texOp.Format,
|
|
texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
|
|
texOp.Binding,
|
|
1,
|
|
new[] { dests[destIndex++] },
|
|
newSources);
|
|
|
|
node = node.List.AddBefore(node, newTexOp);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (intCoords)
|
|
{
|
|
for (int index = 0; index < coordsCount; index++)
|
|
{
|
|
Operand source = sources[coordsIndex + index];
|
|
|
|
Operand coordPlusOffset = Local();
|
|
|
|
node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
|
|
|
|
sources[coordsIndex + index] = coordPlusOffset;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Operand[] texSizes = InsertTextureLod(node, texOp, lodSources, bindlessHandle, coordsCount, stage);
|
|
|
|
for (int index = 0; index < coordsCount; index++)
|
|
{
|
|
Operand offset = Local();
|
|
|
|
Operand intOffset = offsets[index];
|
|
|
|
node.List.AddBefore(node, new Operation(
|
|
Instruction.FP32 | Instruction.Divide,
|
|
offset,
|
|
GenerateI2f(node, intOffset),
|
|
GenerateI2f(node, texSizes[index])));
|
|
|
|
Operand source = sources[coordsIndex + index];
|
|
|
|
Operand coordPlusOffset = Local();
|
|
|
|
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
|
|
|
|
sources[coordsIndex + index] = coordPlusOffset;
|
|
}
|
|
}
|
|
|
|
TextureOperation newTexOp = new(
|
|
Instruction.TextureSample,
|
|
texOp.Type,
|
|
texOp.Format,
|
|
texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
|
|
texOp.Binding,
|
|
componentIndex,
|
|
dests,
|
|
sources);
|
|
|
|
node = node.List.AddBefore(node, newTexOp);
|
|
}
|
|
|
|
node.List.Remove(oldNode);
|
|
|
|
for (int index = 0; index < texOp.SourcesCount; index++)
|
|
{
|
|
texOp.SetSource(index, null);
|
|
}
|
|
|
|
return node;
|
|
}
|
|
|
|
private static Operand[] InsertTextureLod(
|
|
LinkedListNode<INode> node,
|
|
TextureOperation texOp,
|
|
Operand[] lodSources,
|
|
Operand bindlessHandle,
|
|
int coordsCount,
|
|
ShaderStage stage)
|
|
{
|
|
Operand[] texSizes = new Operand[coordsCount];
|
|
|
|
Operand lod;
|
|
|
|
if (stage == ShaderStage.Fragment)
|
|
{
|
|
lod = Local();
|
|
|
|
node.List.AddBefore(node, new TextureOperation(
|
|
Instruction.Lod,
|
|
texOp.Type,
|
|
texOp.Format,
|
|
texOp.Flags,
|
|
texOp.Binding,
|
|
0,
|
|
new[] { lod },
|
|
lodSources));
|
|
}
|
|
else
|
|
{
|
|
lod = Const(0);
|
|
}
|
|
|
|
for (int index = 0; index < coordsCount; index++)
|
|
{
|
|
texSizes[index] = Local();
|
|
|
|
Operand[] texSizeSources;
|
|
|
|
if (bindlessHandle != null)
|
|
{
|
|
texSizeSources = new Operand[] { bindlessHandle, GenerateF2i(node, lod) };
|
|
}
|
|
else
|
|
{
|
|
texSizeSources = new Operand[] { GenerateF2i(node, lod) };
|
|
}
|
|
|
|
node.List.AddBefore(node, new TextureOperation(
|
|
Instruction.TextureQuerySize,
|
|
texOp.Type,
|
|
texOp.Format,
|
|
texOp.Flags,
|
|
texOp.Binding,
|
|
index,
|
|
new[] { texSizes[index] },
|
|
texSizeSources));
|
|
}
|
|
|
|
return texSizes;
|
|
}
|
|
|
|
private static LinkedListNode<INode> InsertSnormNormalization(LinkedListNode<INode> node, ResourceManager resourceManager, IGpuAccessor gpuAccessor)
|
|
{
|
|
TextureOperation texOp = (TextureOperation)node.Value;
|
|
|
|
// We can't query the format of a bindless texture,
|
|
// because the handle is unknown, it can have any format.
|
|
if (texOp.Flags.HasFlag(TextureFlags.Bindless) || !resourceManager.TryGetCbufSlotAndHandleForTexture(texOp.Binding, out int cbufSlot, out int handle))
|
|
{
|
|
return node;
|
|
}
|
|
|
|
TextureFormat format = gpuAccessor.QueryTextureFormat(handle, cbufSlot);
|
|
|
|
int maxPositive = format switch
|
|
{
|
|
TextureFormat.R8Snorm => sbyte.MaxValue,
|
|
TextureFormat.R8G8Snorm => sbyte.MaxValue,
|
|
TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue,
|
|
TextureFormat.R16Snorm => short.MaxValue,
|
|
TextureFormat.R16G16Snorm => short.MaxValue,
|
|
TextureFormat.R16G16B16A16Snorm => short.MaxValue,
|
|
_ => 0,
|
|
};
|
|
|
|
// The value being 0 means that the format is not a SNORM format,
|
|
// so there's nothing to do here.
|
|
if (maxPositive == 0)
|
|
{
|
|
return node;
|
|
}
|
|
|
|
// Do normalization. We assume SINT formats are being used
|
|
// as replacement for SNORM (which is not supported).
|
|
for (int i = 0; i < texOp.DestsCount; i++)
|
|
{
|
|
Operand dest = texOp.GetDest(i);
|
|
|
|
INode[] uses = dest.UseOps.ToArray();
|
|
|
|
Operation convOp = new(Instruction.ConvertS32ToFP32, Local(), dest);
|
|
Operation normOp = new(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
|
|
|
|
node = node.List.AddAfter(node, convOp);
|
|
node = node.List.AddAfter(node, normOp);
|
|
|
|
foreach (INode useOp in uses)
|
|
{
|
|
if (useOp is not Operation op)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Replace all uses of the texture pixel value with the normalized value.
|
|
for (int index = 0; index < op.SourcesCount; index++)
|
|
{
|
|
if (op.GetSource(index) == dest)
|
|
{
|
|
op.SetSource(index, normOp.Dest);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return node;
|
|
}
|
|
|
|
private static Operand GenerateI2f(LinkedListNode<INode> node, Operand value)
|
|
{
|
|
Operand res = Local();
|
|
|
|
node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP32, res, value));
|
|
|
|
return res;
|
|
}
|
|
|
|
private static Operand GenerateF2i(LinkedListNode<INode> node, Operand value)
|
|
{
|
|
Operand res = Local();
|
|
|
|
node.List.AddBefore(node, new Operation(Instruction.ConvertFP32ToS32, res, value));
|
|
|
|
return res;
|
|
}
|
|
|
|
private static bool IsImageInstructionWithScale(Instruction inst)
|
|
{
|
|
// Currently, we don't support scaling images that are modified,
|
|
// so we only need to care about the load instruction.
|
|
return inst == Instruction.ImageLoad;
|
|
}
|
|
|
|
private static bool TypeSupportsScale(SamplerType type)
|
|
{
|
|
return (type & SamplerType.Mask) == SamplerType.Texture2D;
|
|
}
|
|
}
|
|
}
|