Add shader support for the round mode on the F2F instruction, support mipmaps on ASTC compressed textures

This commit is contained in:
gdk 2019-10-27 17:51:33 -03:00 committed by Thog
parent d3fcab8511
commit 3bcc395253
8 changed files with 39 additions and 18 deletions

View File

@ -250,17 +250,15 @@ namespace Ryujinx.Graphics.Gpu.Image
if (!_context.Capabilities.SupportsAstcCompression && _info.FormatInfo.Format.IsAstc())
{
int blockWidth = _info.FormatInfo.BlockWidth;
int blockHeight = _info.FormatInfo.BlockHeight;
data = AstcDecoder.DecodeToRgba8(
data,
blockWidth,
blockHeight,
_info.FormatInfo.BlockWidth,
_info.FormatInfo.BlockHeight,
1,
_info.Width,
_info.Height,
_depth);
_depth,
_info.Levels);
}
HostTexture.SetData(data);

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@ -74,6 +74,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
Add(Instruction.Negate, InstType.OpUnary, "-", 0);
Add(Instruction.ReciprocalSquareRoot, InstType.CallUnary, "inversesqrt");
Add(Instruction.Return, InstType.OpNullary, "return");
Add(Instruction.Round, InstType.CallUnary, "roundEven");
Add(Instruction.Sine, InstType.CallUnary, "sin");
Add(Instruction.SquareRoot, InstType.CallUnary, "sqrt");
Add(Instruction.StoreLocal, InstType.Special);

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@ -29,6 +29,10 @@ namespace Ryujinx.Graphics.Shader.Instructions
{
switch (op.RoundingMode)
{
case RoundingMode.ToNearest:
srcB = context.FPRound(srcB);
break;
case RoundingMode.TowardsNegativeInfinity:
srcB = context.FPFloor(srcB);
break;

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@ -71,6 +71,7 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
PackHalf2x16,
ReciprocalSquareRoot,
Return,
Round,
ShiftLeft,
ShiftRightS32,
ShiftRightU32,

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@ -83,6 +83,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
Add(Instruction.Negate, VariableType.Scalar, VariableType.Scalar);
Add(Instruction.PackHalf2x16, VariableType.U32, VariableType.F32, VariableType.F32);
Add(Instruction.ReciprocalSquareRoot, VariableType.Scalar, VariableType.Scalar);
Add(Instruction.Round, VariableType.F32, VariableType.F32);
Add(Instruction.Sine, VariableType.Scalar, VariableType.Scalar);
Add(Instruction.SquareRoot, VariableType.Scalar, VariableType.Scalar);
Add(Instruction.StoreGlobal, VariableType.None, VariableType.S32, VariableType.S32, VariableType.F32);

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@ -171,6 +171,11 @@ namespace Ryujinx.Graphics.Shader.Translation
return context.Add(Instruction.FP | Instruction.Floor, Local(), a);
}
public static Operand FPFusedMultiplyAdd(this EmitterContext context, Operand a, Operand b, Operand c)
{
return context.Add(Instruction.FusedMultiplyAdd, Local(), a, b, c);
}
public static Operand FPLogarithmB2(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.LogarithmB2, Local(), a);
@ -191,11 +196,6 @@ namespace Ryujinx.Graphics.Shader.Translation
return context.Add(Instruction.FP | Instruction.Multiply, Local(), a, b);
}
public static Operand FPFusedMultiplyAdd(this EmitterContext context, Operand a, Operand b, Operand c)
{
return context.Add(Instruction.FusedMultiplyAdd, Local(), a, b, c);
}
public static Operand FPNegate(this EmitterContext context, Operand a, bool neg)
{
if (neg)
@ -221,6 +221,11 @@ namespace Ryujinx.Graphics.Shader.Translation
return context.Add(Instruction.FP | Instruction.ReciprocalSquareRoot, Local(), a);
}
public static Operand FPRound(this EmitterContext context, Operand a)
{
return context.Add(Instruction.FP | Instruction.Round, Local(), a);
}
public static Operand FPSaturate(this EmitterContext context, Operand a, bool sat)
{
if (sat)

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@ -54,7 +54,8 @@ namespace Ryujinx.Graphics.Texture.Astc
int blockDepth,
int width,
int height,
int depth)
int depth,
int levels)
{
using (MemoryStream inputStream = new MemoryStream(data.ToArray()))
{
@ -75,8 +76,11 @@ namespace Ryujinx.Graphics.Texture.Astc
{
int blockIndex = 0;
for (int j = 0; j < height; j += blockHeight)
int mipOffset = 0;
for (int l = 0; l < levels; l++)
{
for (int j = 0; j < height; j += blockHeight)
for (int i = 0; i < width; i += blockWidth)
{
int[] decompressedData = new int[144];
@ -85,13 +89,15 @@ namespace Ryujinx.Graphics.Texture.Astc
int decompressedWidth = Math.Min(blockWidth, width - i);
int decompressedHeight = Math.Min(blockHeight, height - j);
int baseOffsets = (j * width + i) * 4;
int baseOffset = mipOffset + (j * width + i) * 4;
for (int jj = 0; jj < decompressedHeight; jj++)
{
outputStream.Seek(baseOffsets + jj * width * 4, SeekOrigin.Begin);
outputStream.Seek(baseOffset + jj * width * 4, SeekOrigin.Begin);
byte[] outputBuffer = new byte[decompressedData.Length * sizeof(int)];
Buffer.BlockCopy(decompressedData, 0, outputBuffer, 0, outputBuffer.Length);
outputStream.Write(outputBuffer, jj * blockWidth * 4, decompressedWidth * 4);
@ -99,6 +105,11 @@ namespace Ryujinx.Graphics.Texture.Astc
blockIndex++;
}
mipOffset += width * height * 4;
width = Math.Max(1, width >> 1);
height = Math.Max(1, height >> 1);
}
return outputStream.ToArray();

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@ -10,7 +10,7 @@ namespace Ryujinx.ShaderTools
{
if (args.Length == 1 || args.Length == 2)
{
TranslationFlags flags = TranslationFlags.None;
TranslationFlags flags = TranslationFlags.DebugMode;
if (args.Length == 2 && args[0] == "--compute")
{