diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 636bf2be7f..a2bc73257e 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -810,16 +810,6 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos SampleTexture(out, "float2(tempcoord)", "abg", texmap, stereo, api_type); } } - for (u32 i = uid_data->genMode_numindstages; i < 4; i++) - { - // Referencing a stage above the number of ind stages is undefined behavior, - // and on console produces a noise pattern (details unknown). - // TODO: This behavior is nowhere near that, but it ensures the shader still compiles. - if ((uid_data->nIndirectStagesUsed & (1U << i)) != 0) - { - out.Write("\tint3 iindtex{} = int3(0, 0, 0); // Undefined behavior on console\n", i); - } - } for (u32 i = 0; i < numStages; i++) { @@ -967,9 +957,17 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i const TevStageIndirect tevind{.hex = stage.tevind}; out.Write("\t// indirect op\n"); + // Quirk: Referencing a stage above the number of ind stages is undefined behavior, + // and on console produces a noise pattern (details unknown). + // Instead, just skip applying the indirect operation, which is close enough. + // We need to do *something*, as there won't be an iindtex variable otherwise. + // Viewtiful Joe hits this case (bug 12525). + // Wrapping and add to previous still apply in this case (and when the stage is disabled). + const bool has_ind_stage = tevind.bt < uid_data->genMode_numindstages; + // Perform the indirect op on the incoming regular coordinates // using iindtex{} as the offset coords - if (tevind.bs != IndTexBumpAlpha::Off) + if (has_ind_stage && tevind.bs != IndTexBumpAlpha::Off) { static constexpr std::array tev_ind_alpha_sel{ "", @@ -995,7 +993,7 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i // TODO: Should we reset alphabump to 0 here? } - if (tevind.matrix_index != IndMtxIndex::Off) + if (has_ind_stage && tevind.matrix_index != IndMtxIndex::Off) { // format static constexpr std::array tev_ind_fmt_mask{ @@ -1123,8 +1121,11 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i else { out.Write("\tint2 indtevtrans{} = int2(0, 0);\n", n); - // If matrix_index is Off (0), matrix_id should be Indirect (0) - ASSERT(tevind.matrix_id == IndMtxId::Indirect); + if (tevind.matrix_index == IndMtxIndex::Off) + { + // If matrix_index is Off (0), matrix_id should be Indirect (0) + ASSERT(tevind.matrix_id == IndMtxId::Indirect); + } } // --------- diff --git a/Source/Core/VideoCommon/UberShaderPixel.cpp b/Source/Core/VideoCommon/UberShaderPixel.cpp index 642896a3dc..a9735667fc 100644 --- a/Source/Core/VideoCommon/UberShaderPixel.cpp +++ b/Source/Core/VideoCommon/UberShaderPixel.cpp @@ -289,34 +289,24 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config, std::string_view in_index_name) { // in_index_name is the indirect stage, not the tev stage // bpmem_iref is packed differently from RAS1_IREF + // This function assumes bpmem_iref is nonzero (i.e. matrix is not off, and the + // indirect texture stage is enabled). out.Write("{{\n" " uint iref = bpmem_iref({});\n" - " if ( iref != 0u)\n" - " {{\n" - " uint texcoord = bitfieldExtract(iref, 0, 3);\n" - " uint texmap = bitfieldExtract(iref, 8, 3);\n" - " int2 fixedPoint_uv = getTexCoord(texcoord);\n" + " uint texcoord = bitfieldExtract(iref, 0, 3);\n" + " uint texmap = bitfieldExtract(iref, 8, 3);\n" + " int2 fixedPoint_uv = getTexCoord(texcoord);\n" "\n" - " if (({} & 1u) == 0u)\n" - " fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[{} >> 1].xy;\n" - " else\n" - " fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[{} >> 1].zw;\n" + " if (({} & 1u) == 0u)\n" + " fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[{} >> 1].xy;\n" + " else\n" + " fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[{} >> 1].zw;\n" "\n" - " {} = sampleTexture(texmap, float3(float2(fixedPoint_uv) * " I_TEXDIMS - "[texmap].xy, {})).abg;\n", + " {} = sampleTexture(texmap, float3(float2(fixedPoint_uv) * " I_TEXDIMS + "[texmap].xy, {})).abg;\n" + "}}", in_index_name, in_index_name, in_index_name, in_index_name, out_var_name, stereo ? "float(layer)" : "0.0"); - // There is always a bit set in bpmem_iref if the data is valid (matrix is not off, and the - // indirect texture stage is enabled). If the matrix is off, the result doesn't matter; if the - // indirect texture stage is disabled, the result is undefined (and produces a glitchy pattern - // on hardware, different from this). - out.Write(" }}\n" - " else\n" - " {{\n" - " {} = int3(0, 0, 0);\n" - " }}\n" - "}}\n", - out_var_name); }; // ====================== @@ -814,68 +804,77 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config, BitfieldExtract<&TevStageIndirect::matrix_index>("tevind")); out.Write(" uint matrix_id = {};\n", BitfieldExtract<&TevStageIndirect::matrix_id>("tevind")); - out.Write("\n"); - out.Write(" int3 indcoord;\n"); + out.Write(" int2 indtevtrans = int2(0, 0);\n" + "\n"); + // There is always a bit set in bpmem_iref if the data is valid (matrix is not off, and the + // indirect texture stage is enabled). If the matrix is off, the result doesn't matter; if the + // indirect texture stage is disabled, the result is undefined (and produces a glitchy pattern + // on hardware, different from this). + // For the undefined case, we just skip applying the indirect operation, which is close enough. + // Viewtiful Joe hits the undefined case (bug 12525). + // Wrapping and add to previous still apply in this case (and when the stage is disabled). + out.Write(" if (bpmem_iref(bt) != 0u) {{"); + out.Write(" int3 indcoord;\n"); LookupIndirectTexture("indcoord", "bt"); - out.Write(" if (bs != 0u)\n" - " s.AlphaBump = indcoord[bs - 1u];\n" - " switch(fmt)\n" - " {{\n" - " case {:s}:\n", - IndTexFormat::ITF_8); - out.Write(" indcoord.x = indcoord.x + ((bias & 1u) != 0u ? -128 : 0);\n" - " indcoord.y = indcoord.y + ((bias & 2u) != 0u ? -128 : 0);\n" - " indcoord.z = indcoord.z + ((bias & 4u) != 0u ? -128 : 0);\n" - " s.AlphaBump = s.AlphaBump & 0xf8;\n" - " break;\n" - " case {:s}:\n", - IndTexFormat::ITF_5); - out.Write(" indcoord.x = (indcoord.x & 0x1f) + ((bias & 1u) != 0u ? 1 : 0);\n" - " indcoord.y = (indcoord.y & 0x1f) + ((bias & 2u) != 0u ? 1 : 0);\n" - " indcoord.z = (indcoord.z & 0x1f) + ((bias & 4u) != 0u ? 1 : 0);\n" - " s.AlphaBump = s.AlphaBump & 0xe0;\n" - " break;\n" - " case {:s}:\n", - IndTexFormat::ITF_4); - out.Write(" indcoord.x = (indcoord.x & 0x0f) + ((bias & 1u) != 0u ? 1 : 0);\n" - " indcoord.y = (indcoord.y & 0x0f) + ((bias & 2u) != 0u ? 1 : 0);\n" - " indcoord.z = (indcoord.z & 0x0f) + ((bias & 4u) != 0u ? 1 : 0);\n" - " s.AlphaBump = s.AlphaBump & 0xf0;\n" - " break;\n" - " case {:s}:\n", - IndTexFormat::ITF_3); - out.Write(" indcoord.x = (indcoord.x & 0x07) + ((bias & 1u) != 0u ? 1 : 0);\n" - " indcoord.y = (indcoord.y & 0x07) + ((bias & 2u) != 0u ? 1 : 0);\n" - " indcoord.z = (indcoord.z & 0x07) + ((bias & 4u) != 0u ? 1 : 0);\n" - " s.AlphaBump = s.AlphaBump & 0xf8;\n" - " break;\n" - " }}\n" - "\n" - " // Matrix multiply\n" - " int2 indtevtrans = int2(0, 0);\n" - " if (matrix_index != 0u)\n" - " {{\n" - " uint mtxidx = 2u * (matrix_index - 1u);\n" - " int shift = " I_INDTEXMTX "[mtxidx].w;\n" - "\n" - " switch (matrix_id)\n" + out.Write(" if (bs != 0u)\n" + " s.AlphaBump = indcoord[bs - 1u];\n" + " switch(fmt)\n" " {{\n" - " case 0u: // 3x2 S0.10 matrix\n" - " indtevtrans = int2(idot(" I_INDTEXMTX - "[mtxidx].xyz, indcoord), idot(" I_INDTEXMTX "[mtxidx + 1u].xyz, indcoord)) >> 3;\n" + " case {:s}:\n", + IndTexFormat::ITF_8); + out.Write(" indcoord.x = indcoord.x + ((bias & 1u) != 0u ? -128 : 0);\n" + " indcoord.y = indcoord.y + ((bias & 2u) != 0u ? -128 : 0);\n" + " indcoord.z = indcoord.z + ((bias & 4u) != 0u ? -128 : 0);\n" + " s.AlphaBump = s.AlphaBump & 0xf8;\n" " break;\n" - " case 1u: // S matrix, S17.7 format\n" - " indtevtrans = (fixedPoint_uv * indcoord.xx) >> 8;\n" + " case {:s}:\n", + IndTexFormat::ITF_5); + out.Write(" indcoord.x = (indcoord.x & 0x1f) + ((bias & 1u) != 0u ? 1 : 0);\n" + " indcoord.y = (indcoord.y & 0x1f) + ((bias & 2u) != 0u ? 1 : 0);\n" + " indcoord.z = (indcoord.z & 0x1f) + ((bias & 4u) != 0u ? 1 : 0);\n" + " s.AlphaBump = s.AlphaBump & 0xe0;\n" " break;\n" - " case 2u: // T matrix, S17.7 format\n" - " indtevtrans = (fixedPoint_uv * indcoord.yy) >> 8;\n" + " case {:s}:\n", + IndTexFormat::ITF_4); + out.Write(" indcoord.x = (indcoord.x & 0x0f) + ((bias & 1u) != 0u ? 1 : 0);\n" + " indcoord.y = (indcoord.y & 0x0f) + ((bias & 2u) != 0u ? 1 : 0);\n" + " indcoord.z = (indcoord.z & 0x0f) + ((bias & 4u) != 0u ? 1 : 0);\n" + " s.AlphaBump = s.AlphaBump & 0xf0;\n" + " break;\n" + " case {:s}:\n", + IndTexFormat::ITF_3); + out.Write(" indcoord.x = (indcoord.x & 0x07) + ((bias & 1u) != 0u ? 1 : 0);\n" + " indcoord.y = (indcoord.y & 0x07) + ((bias & 2u) != 0u ? 1 : 0);\n" + " indcoord.z = (indcoord.z & 0x07) + ((bias & 4u) != 0u ? 1 : 0);\n" + " s.AlphaBump = s.AlphaBump & 0xf8;\n" " break;\n" " }}\n" "\n" - " if (shift >= 0)\n" - " indtevtrans = indtevtrans >> shift;\n" - " else\n" - " indtevtrans = indtevtrans << ((-shift) & 31);\n" + " // Matrix multiply\n" + " if (matrix_index != 0u)\n" + " {{\n" + " uint mtxidx = 2u * (matrix_index - 1u);\n" + " int shift = " I_INDTEXMTX "[mtxidx].w;\n" + "\n" + " switch (matrix_id)\n" + " {{\n" + " case 0u: // 3x2 S0.10 matrix\n" + " indtevtrans = int2(idot(" I_INDTEXMTX + "[mtxidx].xyz, indcoord), idot(" I_INDTEXMTX "[mtxidx + 1u].xyz, indcoord)) >> 3;\n" + " break;\n" + " case 1u: // S matrix, S17.7 format\n" + " indtevtrans = (fixedPoint_uv * indcoord.xx) >> 8;\n" + " break;\n" + " case 2u: // T matrix, S17.7 format\n" + " indtevtrans = (fixedPoint_uv * indcoord.yy) >> 8;\n" + " break;\n" + " }}\n" + "\n" + " if (shift >= 0)\n" + " indtevtrans = indtevtrans >> shift;\n" + " else\n" + " indtevtrans = indtevtrans << ((-shift) & 31);\n" + " }}\n" " }}\n" "\n" " // Wrapping\n"