Add support for saturation on some shader instructions, fix ReadTexture alignment

This commit is contained in:
gdkchan 2018-10-13 03:47:54 -03:00
commit 8374949a17
3 changed files with 25 additions and 9 deletions

View file

@ -585,6 +585,7 @@ namespace Ryujinx.Graphics.Gal.Shader
bool AbsA = OpCode.Read(46); bool AbsA = OpCode.Read(46);
bool NegA = OpCode.Read(48); bool NegA = OpCode.Read(48);
bool AbsB = OpCode.Read(49); bool AbsB = OpCode.Read(49);
bool Sat = OpCode.Read(50);
ShaderIrNode OperA = OpCode.Gpr8(), OperB; ShaderIrNode OperA = OpCode.Gpr8(), OperB;
@ -603,12 +604,13 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB); ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op))); Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), GetAluFsat(Op, Sat))));
} }
private static void EmitFmul(ShaderIrBlock Block, long OpCode, ShaderOper Oper) private static void EmitFmul(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{ {
bool NegB = OpCode.Read(48); bool NegB = OpCode.Read(48);
bool Sat = OpCode.Read(50);
ShaderIrNode OperA = OpCode.Gpr8(), OperB; ShaderIrNode OperA = OpCode.Gpr8(), OperB;
@ -625,13 +627,14 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB); ShaderIrNode Op = new ShaderIrOp(ShaderIrInst.Fmul, OperA, OperB);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op))); Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), GetAluFsat(Op, Sat))));
} }
private static void EmitFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper) private static void EmitFfma(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{ {
bool NegB = OpCode.Read(48); bool NegB = OpCode.Read(48);
bool NegC = OpCode.Read(49); bool NegC = OpCode.Read(49);
bool Sat = OpCode.Read(50);
ShaderIrNode OperA = OpCode.Gpr8(), OperB, OperC; ShaderIrNode OperA = OpCode.Gpr8(), OperB, OperC;
@ -658,7 +661,7 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC); ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Ffma, OperA, OperB, OperC);
Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), Op))); Block.AddNode(OpCode.PredNode(new ShaderIrAsg(OpCode.Gpr0(), GetAluFsat(Op, Sat))));
} }
private static void EmitIadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper) private static void EmitIadd(ShaderIrBlock Block, long OpCode, ShaderOper Oper)

View file

@ -2,6 +2,9 @@ namespace Ryujinx.Graphics.Gal.Shader
{ {
static class ShaderDecodeHelper static class ShaderDecodeHelper
{ {
private static readonly ShaderIrOperImmf ImmfZero = new ShaderIrOperImmf(0);
private static readonly ShaderIrOperImmf ImmfOne = new ShaderIrOperImmf(1);
public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg) public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg)
{ {
return GetAluFneg(GetAluFabs(Node, Abs), Neg); return GetAluFneg(GetAluFabs(Node, Abs), Neg);
@ -17,6 +20,11 @@ namespace Ryujinx.Graphics.Gal.Shader
return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node; return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node;
} }
public static ShaderIrNode GetAluFsat(ShaderIrNode Node, bool Sat)
{
return Sat ? new ShaderIrOp(ShaderIrInst.Fclamp, Node, ImmfZero, ImmfOne) : Node;
}
public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg) public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg)
{ {
return GetAluIneg(GetAluIabs(Node, Abs), Neg); return GetAluIneg(GetAluIabs(Node, Abs), Neg);

View file

@ -235,18 +235,23 @@ namespace Ryujinx.Graphics.Texture
int BytesPerPixel = Desc.BytesPerPixel; int BytesPerPixel = Desc.BytesPerPixel;
int OutOffs = 0; //Note: Each row of the texture needs to be aligned to 4 bytes.
int Pitch = (Width * BytesPerPixel + 3) & ~3;
byte[] Data = new byte[Width * Height * BytesPerPixel]; byte[] Data = new byte[Height * Pitch];
for (int Y = 0; Y < Height; Y++) for (int Y = 0; Y < Height; Y++)
for (int X = 0; X < Width; X++)
{ {
long Offset = (uint)Swizzle.GetSwizzleOffset(X, Y); int OutOffs = Y * Pitch;
CpuMemory.ReadBytes(Position + Offset, Data, OutOffs, BytesPerPixel); for (int X = 0; X < Width; X++)
{
long Offset = (uint)Swizzle.GetSwizzleOffset(X, Y);
OutOffs += BytesPerPixel; CpuMemory.ReadBytes(Position + Offset, Data, OutOffs, BytesPerPixel);
OutOffs += BytesPerPixel;
}
} }
return Data; return Data;