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Move clampWrapMirrorSample and sampleTextureLevel calls into loops to significantly improve ubershader size
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@ -118,12 +118,19 @@ float4 sampleTextureLevel(const RDPTile rdpTile, const GPUTile gpuTile, bool fil
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tcScale /= mipScale;
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int2 texelBaseInt = floor(uvCoord);
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float4 sample00 = clampWrapMirrorSample(rdpTile, gpuTile, tcScale, texelBaseInt + int2(0, 0), textureIndex, tlut, canDecodeTMEM, mipLevel, usesHDR);
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if (filterBilerp || linearFiltering) {
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bool filtering = or(filterBilerp, linearFiltering);
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int numSamples = select_uint(filtering, 4, 1);
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float4 samples[4];
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[unroll]
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for (int i = 0; i < numSamples; i++) {
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samples[i] = clampWrapMirrorSample(rdpTile, gpuTile, tcScale, texelBaseInt + int2(i >> 1, i & 1), textureIndex, tlut, canDecodeTMEM, mipLevel, usesHDR);
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}
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float4 sample00 = samples[0];
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if (filtering) {
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float2 fracPart = uvCoord - texelBaseInt;
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float4 sample01 = clampWrapMirrorSample(rdpTile, gpuTile, tcScale, texelBaseInt + int2(0, 1), textureIndex, tlut, canDecodeTMEM, mipLevel, usesHDR);
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float4 sample10 = clampWrapMirrorSample(rdpTile, gpuTile, tcScale, texelBaseInt + int2(1, 0), textureIndex, tlut, canDecodeTMEM, mipLevel, usesHDR);
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float4 sample11 = clampWrapMirrorSample(rdpTile, gpuTile, tcScale, texelBaseInt + int2(1, 1), textureIndex, tlut, canDecodeTMEM, mipLevel, usesHDR);
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float4 sample01 = samples[1];
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float4 sample10 = samples[2];
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float4 sample11 = samples[3];
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if (linearFiltering) {
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return lerp(lerp(sample00, sample10, fracPart.x), lerp(sample01, sample11, fracPart.x), fracPart.y);
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}
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@ -187,27 +194,37 @@ float4 sampleTexture(OtherMode otherMode, RenderFlags renderFlags, float2 inputU
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const bool canDecodeTMEM = renderFlagCanDecodeTMEM(renderFlags);
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const bool usesHDR = renderFlagUsesHDR(renderFlags);
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const uint nativeSampler = rdpTile.nativeSampler;
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if (!gpuTileFlagHasMipmaps(gpuTile.flags)) {
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return sampleTextureLevel(rdpTile, gpuTile, filterBilerp, filterAverage, linearFiltering, uvCoord, textureIndex, tlut, canDecodeTMEM, 0, usesHDR);
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const bool flagHasMipmaps = gpuTileFlagHasMipmaps(gpuTile.flags);
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uint numRDPSamples = 0;
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uint RDPMipLevels[2];
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RDPMipLevels[0] = 0;
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RDPMipLevels[1] = 0;
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float mip;
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// Determine the RDP sample count and mip levels.
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if (!flagHasMipmaps) {
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numRDPSamples = 1;
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}
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else {
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// Retrieve the dimensions of the texture for either type of sampler.
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Texture2D texture = gTextures[NonUniformResourceIndex(textureIndex)];
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uint textureWidth, textureHeight, textureLevels;
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texture.GetDimensions(0, textureWidth, textureHeight, textureLevels);
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if (nativeSampler == NATIVE_SAMPLER_NONE) {
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float2 ddxUVxScaled = ddxUVx * gpuTile.tcScale;
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float2 ddxUVyScaled = ddyUVy * gpuTile.tcScale;
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float ddMax = max(dot(ddxUVxScaled, ddxUVxScaled), dot(ddxUVyScaled, ddxUVyScaled));
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float mipBias = -0.5f;
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float mip = 0.5 * log2(ddMax) + mipBias;
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mip = 0.5 * log2(ddMax) + mipBias;
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float maxMip = float(textureLevels - 1);
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float4 hiLevel = sampleTextureLevel(rdpTile, gpuTile, filterBilerp, filterAverage, linearFiltering, uvCoord, textureIndex, tlut, canDecodeTMEM, min(floor(mip), maxMip), usesHDR);
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float4 loLevel = sampleTextureLevel(rdpTile, gpuTile, filterBilerp, filterAverage, linearFiltering, uvCoord, textureIndex, tlut, canDecodeTMEM, min(floor(mip) + 1, maxMip), usesHDR);
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return lerp(hiLevel, loLevel, frac(mip));
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RDPMipLevels[0] = min(floor(mip), maxMip);
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RDPMipLevels[1] = min(floor(mip) + 1, maxMip);
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numRDPSamples = 2;
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}
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else {
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// Native sampling, just return the native sampling result directly.
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numRDPSamples = 0;
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// Must normalize the texture coordinate and the derivatives.
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float2 nativeUVCoord = uvCoord / float2(textureWidth, textureHeight);
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float2 originalSize = float2(textureWidth, textureHeight) / gpuTile.tcScale;
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@ -238,4 +255,22 @@ float4 sampleTexture(OtherMode otherMode, RenderFlags renderFlags, float2 inputU
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}
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}
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}
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float4 textureSamples[2];
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// Perform the RDP sampling.
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[unroll]
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for (uint i = 0; i < numRDPSamples; i++) {
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textureSamples[i] = sampleTextureLevel(rdpTile, gpuTile, filterBilerp, filterAverage, linearFiltering, uvCoord, textureIndex, tlut, canDecodeTMEM, RDPMipLevels[i], usesHDR);
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}
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// Compute the result from the RDP samples.
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if (!flagHasMipmaps) {
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return textureSamples[0];
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}
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else {
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float4 hiLevel = textureSamples[0];
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float4 loLevel = textureSamples[1];
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return lerp(hiLevel, loLevel, frac(mip));
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}
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}
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