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shader_recompiler: Fix ImageRead/Write and StoreBufferFormatF32 types.
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@ -238,7 +238,7 @@ Id EmitImageRead(EmitContext& ctx, IR::Inst* inst, u32 handle, Id coords, Id lod
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}
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texel = ctx.OpImageRead(color_type, image, coords, operands.mask, operands.operands);
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}
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return !texture.is_integer ? ctx.OpBitcast(ctx.U32[4], texel) : texel;
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return texture.is_integer ? ctx.OpBitcast(ctx.F32[4], texel) : texel;
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}
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void EmitImageWrite(EmitContext& ctx, IR::Inst* inst, u32 handle, Id coords, Id lod, Id ms,
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@ -253,8 +253,8 @@ void EmitImageWrite(EmitContext& ctx, IR::Inst* inst, u32 handle, Id coords, Id
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} else if (Sirit::ValidId(lod)) {
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LOG_WARNING(Render, "Image write with LOD not supported by driver");
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}
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ctx.OpImageWrite(image, coords, ctx.OpBitcast(color_type, color), operands.mask,
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operands.operands);
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const Id texel = texture.is_integer ? ctx.OpBitcast(color_type, color) : color;
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ctx.OpImageWrite(image, coords, texel, operands.mask, operands.operands);
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}
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} // namespace Shader::Backend::SPIRV
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@ -328,7 +328,7 @@ void Translator::BUFFER_STORE_FORMAT(u32 num_dwords, const GcnInst& inst) {
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const IR::VectorReg src_reg{inst.src[1].code};
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std::array<IR::Value, 4> comps{};
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std::array<IR::F32, 4> comps{};
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for (u32 i = 0; i < num_dwords; i++) {
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comps[i] = ir.GetVectorReg<IR::F32>(src_reg + i);
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}
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@ -426,7 +426,7 @@ void Translator::IMAGE_LOAD(bool has_mip, const GcnInst& inst) {
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if (((mimg.dmask >> i) & 1) == 0) {
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continue;
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}
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IR::U32 value = IR::U32{ir.CompositeExtract(texel, i)};
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IR::F32 value = IR::F32{ir.CompositeExtract(texel, i)};
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ir.SetVectorReg(dest_reg++, value);
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}
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}
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@ -97,7 +97,7 @@ OPCODE(StoreBufferU32, Void, Opaq
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OPCODE(StoreBufferU32x2, Void, Opaque, Opaque, U32x2, )
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OPCODE(StoreBufferU32x3, Void, Opaque, Opaque, U32x3, )
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OPCODE(StoreBufferU32x4, Void, Opaque, Opaque, U32x4, )
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OPCODE(StoreBufferFormatF32, Void, Opaque, Opaque, U32x4, )
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OPCODE(StoreBufferFormatF32, Void, Opaque, Opaque, F32x4, )
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// Buffer atomic operations
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OPCODE(BufferAtomicIAdd32, U32, Opaque, Opaque, U32 )
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@ -353,8 +353,8 @@ OPCODE(ImageGatherDref, F32x4, Opaq
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OPCODE(ImageQueryDimensions, U32x4, Opaque, U32, U1, )
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OPCODE(ImageQueryLod, F32x4, Opaque, Opaque, )
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OPCODE(ImageGradient, F32x4, Opaque, Opaque, Opaque, Opaque, Opaque, F32, )
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OPCODE(ImageRead, U32x4, Opaque, Opaque, U32, U32, )
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OPCODE(ImageWrite, Void, Opaque, Opaque, U32, U32, U32x4, )
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OPCODE(ImageRead, F32x4, Opaque, Opaque, U32, U32, )
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OPCODE(ImageWrite, Void, Opaque, Opaque, U32, U32, F32x4, )
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// Image atomic operations
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OPCODE(ImageAtomicIAdd32, U32, Opaque, Opaque, U32, )
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@ -12,8 +12,8 @@ namespace Shader::IR {
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inline Value ApplySwizzle(IREmitter& ir, const Value& vector, const AmdGpu::CompMapping& swizzle) {
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// Constants are indexed as 0 and 1, and components are 4-7. Thus we can apply a swizzle
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// using two vectors and a shuffle, using one vector of constants and one of the components.
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const auto zero = vector.Type() == Type::U32x4 ? Value{ir.Imm32(0u)} : Value{ir.Imm32(0.f)};
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const auto one = vector.Type() == Type::U32x4 ? Value{ir.Imm32(1u)} : Value{ir.Imm32(1.f)};
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const auto zero = ir.Imm32(0.f);
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const auto one = ir.Imm32(1.f);
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const auto constants_vec = ir.CompositeConstruct(zero, one, zero, zero);
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const auto swizzled =
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ir.CompositeShuffle(constants_vec, vector, size_t(swizzle.r), size_t(swizzle.g),
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