shader/registry: Store graphics and compute metadata

Store information GLSL forces us to provide but it's dynamic state in
hardware (workgroup sizes, primitive topology, shared memory size).
This commit is contained in:
ReinUsesLisp 2020-02-29 03:49:51 -03:00
parent e8efd5a901
commit 0528be5c92
8 changed files with 176 additions and 75 deletions

View file

@ -81,14 +81,11 @@ std::tuple<Node, TrackSampler> ShaderIR::TrackBindlessSampler(Node tracked, cons
MakeTrackSampler<BindlessSamplerNode>(cbuf->GetIndex(), immediate->GetValue());
return {tracked, track};
} else if (const auto operation = std::get_if<OperationNode>(&*offset)) {
const auto bound_buffer = registry.ObtainBoundBuffer();
if (!bound_buffer) {
const u32 bound_buffer = registry.GetBoundBuffer();
if (bound_buffer != cbuf->GetIndex()) {
return {};
}
if (*bound_buffer != cbuf->GetIndex()) {
return {};
}
auto pair = DecoupleIndirectRead(*operation);
const auto pair = DecoupleIndirectRead(*operation);
if (!pair) {
return {};
}