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:
parent
e8efd5a901
commit
0528be5c92
8 changed files with 176 additions and 75 deletions
|
@ -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 {};
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue