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https://github.com/KytyPS5/KytyPS5.git
synced 2026-10-21 03:16:54 +02:00
gpu: accept any T# perf_mod on storage textures through a shared canonical encoding check
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@@ -143,7 +143,8 @@ NativeStorageBuffer(RenderContext& context, const PreparedBindings::BufferSource
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return result;
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}
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bool IsSupportedDepthTextureEncoding(const ShaderTextureResource& descriptor, bool r128) {
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// Reserved and unsupported T# fields must be zero; perf_mod only scales sampler state.
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static bool IsCanonicalTextureEncoding(const ShaderTextureResource& descriptor, bool r128) {
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constexpr uint32_t field1_reserved_mask = 0x200fff00u;
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constexpr uint32_t field2_reserved_mask = 0xf0003000u;
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const uint32_t field3_expected = descriptor.DstSelXYZW() |
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@@ -154,17 +155,25 @@ bool IsSupportedDepthTextureEncoding(const ShaderTextureResource& descriptor, bo
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const uint32_t field4_expected = descriptor.Depth() | (descriptor.BaseArray5() << 16u);
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const uint32_t field5_expected = (static_cast<uint32_t>(descriptor.PerfMod5()) << 20u) |
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(static_cast<uint32_t>(descriptor.MaxMip()) << 4u);
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const bool common = (descriptor.fields[1] & field1_reserved_mask) == 0 &&
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(descriptor.fields[2] & field2_reserved_mask) == 0 &&
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descriptor.fields[3] == field3_expected;
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if (r128) {
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return common && descriptor.fields[4] == 0 && descriptor.fields[5] == 0 &&
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descriptor.fields[6] == 0 && descriptor.fields[7] == 0;
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if ((descriptor.fields[1] & field1_reserved_mask) != 0 ||
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(descriptor.fields[2] & field2_reserved_mask) != 0 || descriptor.fields[3] != field3_expected) {
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return false;
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}
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const bool full = common && descriptor.fields[4] == field4_expected &&
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descriptor.fields[5] == field5_expected;
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if (!full ||
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(descriptor.MsaaDepth() && !IsMultisampledTexture(descriptor.Type()))) {
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if (r128) {
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return descriptor.fields[4] == 0 && descriptor.fields[5] == 0 && descriptor.fields[6] == 0 &&
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descriptor.fields[7] == 0;
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}
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return descriptor.fields[4] == field4_expected && descriptor.fields[5] == field5_expected;
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}
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bool IsSupportedDepthTextureEncoding(const ShaderTextureResource& descriptor, bool r128) {
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if (!IsCanonicalTextureEncoding(descriptor, r128)) {
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return false;
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}
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if (r128) {
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return true;
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}
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if (descriptor.MsaaDepth() && !IsMultisampledTexture(descriptor.Type())) {
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return false;
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}
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const auto metadata_control = descriptor.fields[6] & 0x00ffffffu;
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@@ -281,36 +290,12 @@ static bool IsSupportedStorageTextureDescriptor(const ShaderRecompiler::IR::Imag
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!descriptor.MsaaDepth();
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}
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static bool IsSupportedStorageTextureEncoding(const ShaderRecompiler::IR::ImageResource& resource,
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const ShaderTextureResource& descriptor) {
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constexpr uint32_t field1_reserved_mask = 0x200fff00u;
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constexpr uint32_t field2_reserved_mask = 0xf0003000u;
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constexpr uint32_t field5_expected = 0x00700000u;
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constexpr uint32_t field5_max_mip_mask = 0x000000f0u;
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const uint32_t expected_field3 = descriptor.DstSelXYZW() |
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(static_cast<uint32_t>(descriptor.BaseLevel()) << 12u) |
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(static_cast<uint32_t>(descriptor.LastLevel()) << 16u) |
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(static_cast<uint32_t>(descriptor.TileMode()) << 20u) |
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(static_cast<uint32_t>(descriptor.Type()) << 28u);
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const uint32_t expected_field4 =
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descriptor.Depth() | (static_cast<uint32_t>(descriptor.BaseArray5()) << 16u);
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const bool common = (descriptor.fields[1] & field1_reserved_mask) == 0 &&
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(descriptor.fields[2] & field2_reserved_mask) == 0 &&
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descriptor.fields[3] == expected_field3;
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if (resource.r128) {
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return common && descriptor.fields[4] == 0 && descriptor.fields[5] == 0 &&
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descriptor.fields[6] == 0 && descriptor.fields[7] == 0;
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}
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return common && descriptor.fields[4] == expected_field4 &&
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(descriptor.fields[5] & ~field5_max_mip_mask) == field5_expected;
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}
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void ValidateStorageTexture(const ShaderRecompiler::IR::ImageResource& resource,
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const ShaderTextureResource& descriptor, uint64_t size) {
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const auto format = descriptor.Format();
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const bool resource_ok = IsSupportedStorageImageResource(resource);
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const bool descriptor_ok = IsSupportedStorageTextureDescriptor(resource, descriptor);
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const bool encoding_ok = IsSupportedStorageTextureEncoding(resource, descriptor);
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const bool encoding_ok = IsCanonicalTextureEncoding(descriptor, resource.r128);
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const bool uint_resource = resource.numeric_class == Prospero::TextureNumericClass::Uint;
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const bool raw_sint_storage = uint_resource &&
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ShaderRecompiler::IR::RawSignedStorageFormat(resource, format) != Prospero::BufferFormat::kInvalid;
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