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https://github.com/yuzu-emu/yuzu-android
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Shader_IR: Setup Indexed Samplers on the IR
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@ -389,13 +389,17 @@ const Sampler* ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
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const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
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std::optional<SamplerInfo> sampler_info) {
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const Node sampler_register = GetRegister(reg);
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const auto [base_sampler, buffer, offset] =
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TrackCbuf(sampler_register, global_code, static_cast<s64>(global_code.size()));
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ASSERT(base_sampler != nullptr);
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if (base_sampler == nullptr) {
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const auto [base_node, tracked_sampler_info] =
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TrackSampler(sampler_register, global_code, static_cast<s64>(global_code.size()));
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ASSERT(base_node != nullptr);
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if (base_node == nullptr) {
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return nullptr;
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}
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if (const auto bindless_sampler_info =
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std::get_if<BindlessSamplerNode>(&*tracked_sampler_info)) {
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const u32 buffer = bindless_sampler_info->GetIndex();
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const u32 offset = bindless_sampler_info->GetOffset();
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const auto info = GetSamplerInfo(sampler_info, offset, buffer);
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// If this sampler has already been used, return the existing mapping.
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@ -405,8 +409,8 @@ const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
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return entry.GetBuffer() == buffer && entry.GetOffset() == offset;
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});
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if (it != used_samplers.end()) {
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ASSERT(it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
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it->IsShadow() == info.is_shadow);
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ASSERT(it->IsBindless() && it->GetType() == info.type &&
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it->IsArray() == info.is_array && it->IsShadow() == info.is_shadow);
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return &*it;
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}
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@ -414,6 +418,28 @@ const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
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const auto next_index = static_cast<u32>(used_samplers.size());
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return &used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array,
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info.is_shadow, info.is_buffer);
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} else if (const auto array_sampler_info =
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std::get_if<ArraySamplerNode>(&*tracked_sampler_info)) {
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const u32 base_offset = array_sampler_info->GetBaseOffset() / 4;
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const auto info = GetSamplerInfo(sampler_info, base_offset);
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// If this sampler has already been used, return the existing mapping.
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const auto it = std::find_if(
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used_samplers.begin(), used_samplers.end(),
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[base_offset](const Sampler& entry) { return entry.GetOffset() == base_offset; });
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if (it != used_samplers.end()) {
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ASSERT(!it->IsBindless() && it->GetType() == info.type &&
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it->IsArray() == info.is_array && it->IsShadow() == info.is_shadow &&
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it->IsBuffer() == info.is_buffer);
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return &*it;
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}
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// Otherwise create a new mapping for this sampler
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const auto next_index = static_cast<u32>(used_samplers.size());
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return &used_samplers.emplace_back(next_index, base_offset, info.type, info.is_array,
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info.is_shadow, info.is_buffer);
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}
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return nullptr;
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}
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void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
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