[GPU] Properly handle scaled textures and weights
Fix d3d12 logic wrt scaling weights, add vulkan impelementation for using scaled texture offsets and fix resolution-scaled texture detection
This commit is contained in:
@@ -16,6 +16,7 @@
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#include "third_party/glslang/SPIRV/GLSL.std.450.h"
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#include "xenia/base/assert.h"
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#include "xenia/base/math.h"
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#include "xenia/gpu/render_target_cache.h"
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#include "xenia/gpu/spirv_compatibility.h"
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namespace xe {
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@@ -1025,6 +1026,56 @@ void SpirvShaderTranslator::ProcessTextureFetchInstruction(
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}
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}
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// Check if this texture is from a resolution-scaled resolve operation.
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// This affects both size and offset calculations.
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spv::Id is_texture_resolved = spv::NoResult;
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if (cvars::draw_resolution_scaled_texture_offsets &&
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(draw_resolution_scale_x_ > 1 || draw_resolution_scale_y_ > 1)) {
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// Load textures_resolved from system constants.
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id_vector_temp_.clear();
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id_vector_temp_.push_back(
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builder_->makeIntConstant(kSystemConstantTexturesResolved));
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spv::Id textures_resolved =
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builder_->createLoad(builder_->createAccessChain(
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spv::StorageClassUniform,
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uniform_system_constants_, id_vector_temp_),
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spv::NoPrecision);
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// Check if this texture is resolved:
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// (textures_resolved >> fetch_constant_index) & 1
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assert_true(fetch_constant_index < 32);
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is_texture_resolved = builder_->createBinOp(
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spv::OpINotEqual, type_bool_,
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builder_->createBinOp(
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spv::OpBitwiseAnd, type_uint_, textures_resolved,
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builder_->makeUintConstant(UINT32_C(1) << fetch_constant_index)),
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const_uint_0_);
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}
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// Scale the size for resolution-scaled textures.
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// When a texture is from a resolve operation (scaled), its actual host
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// dimensions are larger than the guest dimensions in the fetch constant.
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// The size must be scaled so that coordinate normalization and offset
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// calculations use the correct host dimensions.
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if (is_texture_resolved != spv::NoResult && size_needed_components) {
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if (size[0] != spv::NoResult && draw_resolution_scale_x_ > 1) {
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spv::Id scaled_size_x = builder_->createNoContractionBinOp(
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spv::OpFMul, type_float_, size[0],
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builder_->makeFloatConstant(float(draw_resolution_scale_x_)));
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size[0] =
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builder_->createTriOp(spv::OpSelect, type_float_,
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is_texture_resolved, scaled_size_x, size[0]);
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}
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if (size[1] != spv::NoResult && draw_resolution_scale_y_ > 1) {
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spv::Id scaled_size_y = builder_->createNoContractionBinOp(
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spv::OpFMul, type_float_, size[1],
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builder_->makeFloatConstant(float(draw_resolution_scale_y_)));
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size[1] =
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builder_->createTriOp(spv::OpSelect, type_float_,
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is_texture_resolved, scaled_size_y, size[1]);
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}
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// Z size is not scaled (depth/layers don't change with resolution).
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}
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// FIXME(Triang3l): Mip lerp factor needs to be calculated, and the
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// coordinate lerp factors should be calculated at the mip level texels
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// would be sampled from. That would require some way of calculating the
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@@ -1105,6 +1156,11 @@ void SpirvShaderTranslator::ProcessTextureFetchInstruction(
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// kTextureFetch or kGetTextureComputedLod.
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// Normalize the XY coordinates, and apply the offset.
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// When a texture is from a resolution-scaled resolve, offsets are in
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// guest texels but the size is in host texels. We need to scale offsets
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// to compensate:
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// - For normalized coords: coord + (offset * scale) / size_scaled
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// - For unnormalized coords: (coord + offset) * scale / size_scaled
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for (uint32_t i = 0;
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i <= uint32_t(instr.dimension != xenos::FetchOpDimension::k1D);
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++i) {
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@@ -1118,15 +1174,49 @@ void SpirvShaderTranslator::ProcessTextureFetchInstruction(
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coordinate_ref = builder_->createNoContractionBinOp(
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spv::OpFAdd, type_float_, coordinate_ref, component_offset);
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}
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// For resolution-scaled textures with unnormalized coords, we need
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// to scale the coordinate (which now includes offset) before
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// dividing by the scaled size. This ensures:
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// (coord + offset) * scale / size_scaled = (coord + offset) /
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// guest_size
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if (is_texture_resolved != spv::NoResult &&
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((i == 0 && draw_resolution_scale_x_ > 1) ||
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(i == 1 && draw_resolution_scale_y_ > 1))) {
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float scale = (i == 0) ? float(draw_resolution_scale_x_)
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: float(draw_resolution_scale_y_);
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spv::Id scaled_coord = builder_->createNoContractionBinOp(
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spv::OpFMul, type_float_, coordinate_ref,
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builder_->makeFloatConstant(scale));
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coordinate_ref = builder_->createTriOp(
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spv::OpSelect, type_float_, is_texture_resolved, scaled_coord,
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coordinate_ref);
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}
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assert_true(size_component != spv::NoResult);
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coordinate_ref = builder_->createNoContractionBinOp(
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spv::OpFDiv, type_float_, coordinate_ref, size_component);
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} else {
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if (component_offset != spv::NoResult) {
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assert_true(size_component != spv::NoResult);
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// For resolution-scaled textures with normalized coords, scale the
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// offset before normalizing. This ensures:
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// coord + (offset * scale) / size_scaled = coord + offset /
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// guest_size
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spv::Id effective_offset = component_offset;
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if (is_texture_resolved != spv::NoResult &&
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((i == 0 && draw_resolution_scale_x_ > 1) ||
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(i == 1 && draw_resolution_scale_y_ > 1))) {
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float scale = (i == 0) ? float(draw_resolution_scale_x_)
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: float(draw_resolution_scale_y_);
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spv::Id scaled_offset = builder_->createNoContractionBinOp(
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spv::OpFMul, type_float_, component_offset,
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builder_->makeFloatConstant(scale));
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effective_offset = builder_->createTriOp(
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spv::OpSelect, type_float_, is_texture_resolved,
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scaled_offset, component_offset);
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}
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spv::Id component_offset_normalized =
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builder_->createNoContractionBinOp(
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spv::OpFDiv, type_float_, component_offset, size_component);
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spv::OpFDiv, type_float_, effective_offset, size_component);
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coordinate_ref = builder_->createNoContractionBinOp(
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spv::OpFAdd, type_float_, coordinate_ref,
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component_offset_normalized);
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