mirror of https://git.suyu.dev/suyu/suyu
Merge pull request #4766 from ReinUsesLisp/tmml-cube
shader/texture: Implement CUBE texture type for TMML and fix arrays
This commit is contained in:
commit
4c348f4069
|
@ -292,33 +292,36 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const u64 base_index = is_array ? 1 : 0;
|
||||||
|
const u64 num_components = [texture_type] {
|
||||||
|
switch (texture_type) {
|
||||||
|
case TextureType::Texture1D:
|
||||||
|
return 1;
|
||||||
|
case TextureType::Texture2D:
|
||||||
|
return 2;
|
||||||
|
case TextureType::TextureCube:
|
||||||
|
return 3;
|
||||||
|
default:
|
||||||
|
UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<int>(texture_type));
|
||||||
|
return 2;
|
||||||
|
}
|
||||||
|
}();
|
||||||
|
// TODO: What's the array component used for?
|
||||||
|
|
||||||
std::vector<Node> coords;
|
std::vector<Node> coords;
|
||||||
|
coords.reserve(num_components);
|
||||||
// TODO: Add coordinates for different samplers once other texture types are implemented.
|
for (u64 component = 0; component < num_components; ++component) {
|
||||||
switch (texture_type) {
|
coords.push_back(GetRegister(instr.gpr8.Value() + base_index + component));
|
||||||
case TextureType::Texture1D:
|
|
||||||
coords.push_back(GetRegister(instr.gpr8));
|
|
||||||
break;
|
|
||||||
case TextureType::Texture2D:
|
|
||||||
coords.push_back(GetRegister(instr.gpr8.Value() + 0));
|
|
||||||
coords.push_back(GetRegister(instr.gpr8.Value() + 1));
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
UNIMPLEMENTED_MSG("Unhandled texture type {}", static_cast<int>(texture_type));
|
|
||||||
|
|
||||||
// Fallback to interpreting as a 2D texture for now
|
|
||||||
coords.push_back(GetRegister(instr.gpr8.Value() + 0));
|
|
||||||
coords.push_back(GetRegister(instr.gpr8.Value() + 1));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
u32 indexer = 0;
|
u32 indexer = 0;
|
||||||
for (u32 element = 0; element < 2; ++element) {
|
for (u32 element = 0; element < 2; ++element) {
|
||||||
if (!instr.tmml.IsComponentEnabled(element)) {
|
if (!instr.tmml.IsComponentEnabled(element)) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
auto params = coords;
|
|
||||||
MetaTexture meta{*sampler, {}, {}, {}, {}, {}, {}, {}, {}, element, index_var};
|
MetaTexture meta{*sampler, {}, {}, {}, {}, {}, {}, {}, {}, element, index_var};
|
||||||
const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
|
Node value = Operation(OperationCode::TextureQueryLod, meta, coords);
|
||||||
SetTemporary(bb, indexer++, value);
|
SetTemporary(bb, indexer++, std::move(value));
|
||||||
}
|
}
|
||||||
for (u32 i = 0; i < indexer; ++i) {
|
for (u32 i = 0; i < indexer; ++i) {
|
||||||
SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));
|
SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));
|
||||||
|
|
Loading…
Reference in New Issue