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@@ -96,6 +96,10 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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}
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break;
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}
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+ case OpCode::Id::TLD4_B: {
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+ is_bindless = true;
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+ [[fallthrough]];
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+ }
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case OpCode::Id::TLD4: {
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ASSERT(instr.tld4.array == 0);
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UNIMPLEMENTED_IF_MSG(instr.tld4.UsesMiscMode(TextureMiscMode::NDV),
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@@ -108,11 +112,14 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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}
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const auto texture_type = instr.tld4.texture_type.Value();
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- const bool depth_compare = instr.tld4.UsesMiscMode(TextureMiscMode::DC);
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+ const bool depth_compare = is_bindless ? instr.tld4_b.UsesMiscMode(TextureMiscMode::DC)
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+ : instr.tld4.UsesMiscMode(TextureMiscMode::DC);
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const bool is_array = instr.tld4.array != 0;
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- const bool is_aoffi = instr.tld4.UsesMiscMode(TextureMiscMode::AOFFI);
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+ const bool is_aoffi = is_bindless ? instr.tld4_b.UsesMiscMode(TextureMiscMode::AOFFI)
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+ : instr.tld4.UsesMiscMode(TextureMiscMode::AOFFI);
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WriteTexInstructionFloat(
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- bb, instr, GetTld4Code(instr, texture_type, depth_compare, is_array, is_aoffi));
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+ bb, instr,
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+ GetTld4Code(instr, texture_type, depth_compare, is_array, is_aoffi, is_bindless), true);
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break;
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}
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case OpCode::Id::TLD4S: {
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@@ -359,10 +366,11 @@ const Sampler& ShaderIR::GetBindlessSampler(const Tegra::Shader::Register& reg,
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return *used_samplers.emplace(entry).first;
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}
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-void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
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+void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components,
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+ bool is_tld4) {
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u32 dest_elem = 0;
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for (u32 elem = 0; elem < 4; ++elem) {
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- if (!instr.tex.IsComponentEnabled(elem)) {
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+ if (!is_tld4 && !instr.tex.IsComponentEnabled(elem)) {
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// Skip disabled components
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continue;
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}
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@@ -583,7 +591,7 @@ Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
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}
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Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool depth_compare,
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- bool is_array, bool is_aoffi) {
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+ bool is_array, bool is_aoffi, bool is_bindless) {
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const std::size_t coord_count = GetCoordCount(texture_type);
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// If enabled arrays index is always stored in the gpr8 field
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@@ -597,6 +605,12 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
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}
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u64 parameter_register = instr.gpr20.Value();
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+
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+ const auto& sampler =
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+ is_bindless
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+ ? GetBindlessSampler(parameter_register++, {{texture_type, is_array, depth_compare}})
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+ : GetSampler(instr.sampler, {{texture_type, is_array, depth_compare}});
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+
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std::vector<Node> aoffi;
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if (is_aoffi) {
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aoffi = GetAoffiCoordinates(GetRegister(parameter_register++), coord_count, true);
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@@ -607,12 +621,14 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
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dc = GetRegister(parameter_register++);
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}
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- const auto& sampler = GetSampler(instr.sampler, {{texture_type, is_array, depth_compare}});
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+ const Node component = is_bindless ? Immediate(static_cast<u32>(instr.tld4_b.component))
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+ : Immediate(static_cast<u32>(instr.tld4.component));
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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- MetaTexture meta{sampler, GetRegister(array_register), dc, aoffi, {}, {}, {}, element};
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+ MetaTexture meta{sampler, GetRegister(array_register), dc, aoffi, {}, {}, component,
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+ element};
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values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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}
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