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implement calculate texture lod
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7eb8508db4
commit
927c52e268
@ -2690,16 +2690,16 @@ static void _emitTEXGetCompTexLodCode(LatteDecompilerShaderContext* shaderContex
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{
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{
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// 3 coordinates
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// 3 coordinates
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if(shaderContext->typeTracker.defaultDataType == LATTE_DECOMPILER_DTYPE_FLOAT)
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if(shaderContext->typeTracker.defaultDataType == LATTE_DECOMPILER_DTYPE_FLOAT)
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src->addFmt("float4(textureQueryLod(tex{}, {}.{}{}{}),0.0,0.0)", texInstruction->textureFetch.textureIndex, _getRegisterVarName(shaderContext, texInstruction->srcGpr), resultElemTable[texInstruction->textureFetch.srcSel[0]], resultElemTable[texInstruction->textureFetch.srcSel[1]], resultElemTable[texInstruction->textureFetch.srcSel[2]]);
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src->addFmt("float4(textureCalculateLod(tex{}, samplr{}, {}.{}{}{}),0.0,0.0)", texInstruction->textureFetch.textureIndex, texInstruction->textureFetch.textureIndex, _getRegisterVarName(shaderContext, texInstruction->srcGpr), resultElemTable[texInstruction->textureFetch.srcSel[0]], resultElemTable[texInstruction->textureFetch.srcSel[1]], resultElemTable[texInstruction->textureFetch.srcSel[2]]);
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else
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else
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src->addFmt("float4(textureQueryLod(tex{}, bitCast<float>({}.{}{}{})),0.0,0.0)", texInstruction->textureFetch.textureIndex, _getRegisterVarName(shaderContext, texInstruction->srcGpr), resultElemTable[texInstruction->textureFetch.srcSel[0]], resultElemTable[texInstruction->textureFetch.srcSel[1]], resultElemTable[texInstruction->textureFetch.srcSel[2]]);
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src->addFmt("float4(textureCalculateLod(tex{}, samplr{}, bitCast<float>({}.{}{}{})),0.0,0.0)", texInstruction->textureFetch.textureIndex, texInstruction->textureFetch.textureIndex, _getRegisterVarName(shaderContext, texInstruction->srcGpr), resultElemTable[texInstruction->textureFetch.srcSel[0]], resultElemTable[texInstruction->textureFetch.srcSel[1]], resultElemTable[texInstruction->textureFetch.srcSel[2]]);
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}
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}
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else
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else
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{
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{
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if (shaderContext->typeTracker.defaultDataType == LATTE_DECOMPILER_DTYPE_FLOAT)
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if (shaderContext->typeTracker.defaultDataType == LATTE_DECOMPILER_DTYPE_FLOAT)
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src->addFmt("float4(textureQueryLod(tex{}, {}.{}{}),0.0,0.0)", texInstruction->textureFetch.textureIndex, _getRegisterVarName(shaderContext, texInstruction->srcGpr), resultElemTable[texInstruction->textureFetch.srcSel[0]], resultElemTable[texInstruction->textureFetch.srcSel[1]]);
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src->addFmt("float4(textureCalculateLod(tex{}, samplr{}, {}.{}{}),0.0,0.0)", texInstruction->textureFetch.textureIndex, texInstruction->textureFetch.textureIndex, _getRegisterVarName(shaderContext, texInstruction->srcGpr), resultElemTable[texInstruction->textureFetch.srcSel[0]], resultElemTable[texInstruction->textureFetch.srcSel[1]]);
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else
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else
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src->addFmt("float4(textureQueryLod(tex{}, bitCast<float>({}.{}{})),0.0,0.0)", texInstruction->textureFetch.textureIndex, _getRegisterVarName(shaderContext, texInstruction->srcGpr), resultElemTable[texInstruction->textureFetch.srcSel[0]], resultElemTable[texInstruction->textureFetch.srcSel[1]]);
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src->addFmt("float4(textureCalculateLod(tex{}, samplr{}, bitCast<float>({}.{}{})),0.0,0.0)", texInstruction->textureFetch.textureIndex, texInstruction->textureFetch.textureIndex, _getRegisterVarName(shaderContext, texInstruction->srcGpr), resultElemTable[texInstruction->textureFetch.srcSel[0]], resultElemTable[texInstruction->textureFetch.srcSel[1]]);
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debugBreakpoint();
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debugBreakpoint();
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}
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}
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@ -3734,7 +3734,6 @@ void LatteDecompiler_emitHelperFunctions(LatteDecompilerShaderContext* shaderCon
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// Sample compare emulate
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// Sample compare emulate
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// TODO: only add when needed
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// TODO: only add when needed
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// TODO: lod_options overload
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// TODO: lod_options overload
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// TODO: when the sampler has linear min mag filter, use gather and filter manually
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// TODO: when the sampler has linear min mag filter, use gather and filter manually
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// TODO: offset?
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// TODO: offset?
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@ -3745,6 +3744,15 @@ void LatteDecompiler_emitHelperFunctions(LatteDecompilerShaderContext* shaderCon
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"}\r\n"
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"}\r\n"
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);
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);
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// Texture calculate lod
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// TODO: only add when needed
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fCStr_shaderSource->add(""
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"template<typename TextureT, typename CoordT>\r\n"
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"float2 textureCalculateLod(TextureT tex, sampler samplr, CoordT coord) {\r\n"
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"float lod = tex.calculate_unclamped_lod(samplr, coord);\r\n"
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"return float2(floor(lod), fract(lod));\r\n"
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"}\r\n");
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// clamp
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// clamp
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fCStr_shaderSource->add(""
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fCStr_shaderSource->add(""
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"int clampFI32(int v)\r\n"
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"int clampFI32(int v)\r\n"
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