shader/track: Move bindless tracking to a separate function
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@ -409,7 +409,13 @@ private:
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std::tuple<Node, u32, u32> TrackCbuf(Node tracked, const NodeBlock& code, s64 cursor) const;
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std::tuple<Node, u32, u32> TrackCbuf(Node tracked, const NodeBlock& code, s64 cursor) const;
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std::tuple<Node, TrackSampler> TrackBindlessSampler(Node tracked, const NodeBlock& code,
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std::pair<Node, TrackSampler> TrackBindlessSampler(Node tracked, const NodeBlock& code,
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s64 cursor);
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std::pair<Node, TrackSampler> HandleBindlessIndirectRead(const CbufNode& cbuf,
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const OperationNode& operation,
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Node gpr, Node base_offset,
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Node tracked, const NodeBlock& code,
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s64 cursor);
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s64 cursor);
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std::optional<u32> TrackImmediate(Node tracked, const NodeBlock& code, s64 cursor) const;
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std::optional<u32> TrackImmediate(Node tracked, const NodeBlock& code, s64 cursor) const;
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@ -14,6 +14,7 @@
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namespace VideoCommon::Shader {
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namespace VideoCommon::Shader {
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namespace {
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namespace {
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std::pair<Node, s64> FindOperation(const NodeBlock& code, s64 cursor,
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std::pair<Node, s64> FindOperation(const NodeBlock& code, s64 cursor,
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OperationCode operation_code) {
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OperationCode operation_code) {
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for (; cursor >= 0; --cursor) {
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for (; cursor >= 0; --cursor) {
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@ -72,40 +73,27 @@ bool AmendNodeCv(std::size_t amend_index, Node node) {
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} // Anonymous namespace
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} // Anonymous namespace
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std::tuple<Node, TrackSampler> ShaderIR::TrackBindlessSampler(Node tracked, const NodeBlock& code,
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std::pair<Node, TrackSampler> ShaderIR::TrackBindlessSampler(Node tracked, const NodeBlock& code,
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s64 cursor) {
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s64 cursor) {
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if (const auto cbuf = std::get_if<CbufNode>(&*tracked)) {
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if (const auto cbuf = std::get_if<CbufNode>(&*tracked)) {
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const u32 cbuf_index = cbuf->GetIndex();
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// Constant buffer found, test if it's an immediate
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// Constant buffer found, test if it's an immediate
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const auto& offset = cbuf->GetOffset();
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const auto& offset = cbuf->GetOffset();
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if (const auto immediate = std::get_if<ImmediateNode>(&*offset)) {
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if (const auto immediate = std::get_if<ImmediateNode>(&*offset)) {
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auto track =
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auto track = MakeTrackSampler<BindlessSamplerNode>(cbuf_index, immediate->GetValue());
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MakeTrackSampler<BindlessSamplerNode>(cbuf->GetIndex(), immediate->GetValue());
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return {tracked, track};
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return {tracked, track};
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}
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}
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if (const auto operation = std::get_if<OperationNode>(&*offset)) {
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if (const auto operation = std::get_if<OperationNode>(&*offset)) {
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const u32 bound_buffer = registry.GetBoundBuffer();
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const u32 bound_buffer = registry.GetBoundBuffer();
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if (bound_buffer != cbuf->GetIndex()) {
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if (bound_buffer != cbuf_index) {
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return {};
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}
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const auto pair = DecoupleIndirectRead(*operation);
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if (!pair) {
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return {};
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return {};
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}
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}
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if (const std::optional pair = DecoupleIndirectRead(*operation)) {
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auto [gpr, base_offset] = *pair;
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auto [gpr, base_offset] = *pair;
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const auto offset_inm = std::get_if<ImmediateNode>(&*base_offset);
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return HandleBindlessIndirectRead(*cbuf, *operation, gpr, base_offset, tracked,
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const auto& gpu_driver = registry.AccessGuestDriverProfile();
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code, cursor);
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const u32 bindless_cv = NewCustomVariable();
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}
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Node op =
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Operation(OperationCode::UDiv, gpr, Immediate(gpu_driver.GetTextureHandlerSize()));
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const Node cv_node = GetCustomVariable(bindless_cv);
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Node amend_op = Operation(OperationCode::Assign, cv_node, std::move(op));
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const std::size_t amend_index = DeclareAmend(std::move(amend_op));
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AmendNodeCv(amend_index, code[cursor]);
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// TODO Implement Bindless Index custom variable
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auto track = MakeTrackSampler<ArraySamplerNode>(cbuf->GetIndex(),
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offset_inm->GetValue(), bindless_cv);
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return {tracked, track};
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}
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}
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return {};
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return {};
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}
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}
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@ -139,6 +127,26 @@ std::tuple<Node, TrackSampler> ShaderIR::TrackBindlessSampler(Node tracked, cons
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return {};
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return {};
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}
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}
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std::pair<Node, TrackSampler> ShaderIR::HandleBindlessIndirectRead(
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const CbufNode& cbuf, const OperationNode& operation, Node gpr, Node base_offset, Node tracked,
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const NodeBlock& code, s64 cursor) {
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const auto offset_imm = std::get<ImmediateNode>(*base_offset);
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const auto& gpu_driver = registry.AccessGuestDriverProfile();
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const u32 bindless_cv = NewCustomVariable();
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const u32 texture_handler_size = gpu_driver.GetTextureHandlerSize();
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Node op = Operation(OperationCode::UDiv, gpr, Immediate(texture_handler_size));
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Node cv_node = GetCustomVariable(bindless_cv);
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Node amend_op = Operation(OperationCode::Assign, std::move(cv_node), std::move(op));
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const std::size_t amend_index = DeclareAmend(std::move(amend_op));
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AmendNodeCv(amend_index, code[cursor]);
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// TODO: Implement bindless index custom variable
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auto track =
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MakeTrackSampler<ArraySamplerNode>(cbuf.GetIndex(), offset_imm.GetValue(), bindless_cv);
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return {tracked, track};
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}
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std::tuple<Node, u32, u32> ShaderIR::TrackCbuf(Node tracked, const NodeBlock& code,
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std::tuple<Node, u32, u32> ShaderIR::TrackCbuf(Node tracked, const NodeBlock& code,
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s64 cursor) const {
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s64 cursor) const {
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if (const auto cbuf = std::get_if<CbufNode>(&*tracked)) {
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if (const auto cbuf = std::get_if<CbufNode>(&*tracked)) {
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