shader: Implement texture buffers
This commit is contained in:
parent
dcaf0e9150
commit
1f3eb601ac
10 changed files with 158 additions and 39 deletions
|
@ -147,24 +147,39 @@ TextureInst MakeInst(Environment& env, IR::Block* block, IR::Inst& inst) {
|
|||
|
||||
class Descriptors {
|
||||
public:
|
||||
explicit Descriptors(TextureDescriptors& descriptors_) : descriptors{descriptors_} {}
|
||||
explicit Descriptors(TextureDescriptors& texture_descriptors_,
|
||||
TextureBufferDescriptors& texture_buffer_descriptors_)
|
||||
: texture_descriptors{texture_descriptors_}, texture_buffer_descriptors{
|
||||
texture_buffer_descriptors_} {}
|
||||
|
||||
u32 Add(const TextureDescriptor& descriptor) {
|
||||
// TODO: Handle arrays
|
||||
auto it{std::ranges::find_if(descriptors, [&descriptor](const TextureDescriptor& existing) {
|
||||
return descriptor.cbuf_index == existing.cbuf_index &&
|
||||
descriptor.cbuf_offset == existing.cbuf_offset &&
|
||||
descriptor.type == existing.type;
|
||||
})};
|
||||
if (it != descriptors.end()) {
|
||||
return static_cast<u32>(std::distance(descriptors.begin(), it));
|
||||
}
|
||||
descriptors.push_back(descriptor);
|
||||
return static_cast<u32>(descriptors.size()) - 1;
|
||||
u32 Add(const TextureDescriptor& desc) {
|
||||
return Add(texture_descriptors, desc, [&desc](const auto& existing) {
|
||||
return desc.cbuf_index == existing.cbuf_index &&
|
||||
desc.cbuf_offset == existing.cbuf_offset && desc.type == existing.type;
|
||||
});
|
||||
}
|
||||
|
||||
u32 Add(const TextureBufferDescriptor& desc) {
|
||||
return Add(texture_buffer_descriptors, desc, [&desc](const auto& existing) {
|
||||
return desc.cbuf_index == existing.cbuf_index &&
|
||||
desc.cbuf_offset == existing.cbuf_offset;
|
||||
});
|
||||
}
|
||||
|
||||
private:
|
||||
TextureDescriptors& descriptors;
|
||||
template <typename Descriptors, typename Descriptor, typename Func>
|
||||
static u32 Add(Descriptors& descriptors, const Descriptor& desc, Func&& pred) {
|
||||
// TODO: Handle arrays
|
||||
const auto it{std::ranges::find_if(descriptors, pred)};
|
||||
if (it != descriptors.end()) {
|
||||
return static_cast<u32>(std::distance(descriptors.begin(), it));
|
||||
}
|
||||
descriptors.push_back(desc);
|
||||
return static_cast<u32>(descriptors.size()) - 1;
|
||||
}
|
||||
|
||||
TextureDescriptors& texture_descriptors;
|
||||
TextureBufferDescriptors& texture_buffer_descriptors;
|
||||
};
|
||||
} // Anonymous namespace
|
||||
|
||||
|
@ -185,7 +200,10 @@ void TexturePass(Environment& env, IR::Program& program) {
|
|||
std::stable_sort(to_replace.begin(), to_replace.end(), [](const auto& lhs, const auto& rhs) {
|
||||
return lhs.cbuf.index < rhs.cbuf.index;
|
||||
});
|
||||
Descriptors descriptors{program.info.texture_descriptors};
|
||||
Descriptors descriptors{
|
||||
program.info.texture_descriptors,
|
||||
program.info.texture_buffer_descriptors,
|
||||
};
|
||||
for (TextureInst& texture_inst : to_replace) {
|
||||
// TODO: Handle arrays
|
||||
IR::Inst* const inst{texture_inst.inst};
|
||||
|
@ -193,16 +211,42 @@ void TexturePass(Environment& env, IR::Program& program) {
|
|||
|
||||
const auto& cbuf{texture_inst.cbuf};
|
||||
auto flags{inst->Flags<IR::TextureInstInfo>()};
|
||||
if (inst->Opcode() == IR::Opcode::ImageQueryDimensions) {
|
||||
switch (inst->Opcode()) {
|
||||
case IR::Opcode::ImageQueryDimensions:
|
||||
flags.type.Assign(env.ReadTextureType(cbuf.index, cbuf.offset));
|
||||
inst->SetFlags(flags);
|
||||
break;
|
||||
case IR::Opcode::ImageFetch:
|
||||
if (flags.type != TextureType::Color1D) {
|
||||
break;
|
||||
}
|
||||
if (env.ReadTextureType(cbuf.index, cbuf.offset) == TextureType::Buffer) {
|
||||
// Replace with the bound texture type only when it's a texture buffer
|
||||
// If the instruction is 1D and the bound type is 2D, don't change the code and let
|
||||
// the rasterizer robustness handle it
|
||||
// This happens on Fire Emblem: Three Houses
|
||||
flags.type.Assign(TextureType::Buffer);
|
||||
}
|
||||
inst->SetFlags(flags);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
u32 index;
|
||||
if (flags.type == TextureType::Buffer) {
|
||||
index = descriptors.Add(TextureBufferDescriptor{
|
||||
.cbuf_index{cbuf.index},
|
||||
.cbuf_offset{cbuf.offset},
|
||||
.count{1},
|
||||
});
|
||||
} else {
|
||||
index = descriptors.Add(TextureDescriptor{
|
||||
.type{flags.type},
|
||||
.cbuf_index{cbuf.index},
|
||||
.cbuf_offset{cbuf.offset},
|
||||
.count{1},
|
||||
});
|
||||
}
|
||||
const u32 index{descriptors.Add(TextureDescriptor{
|
||||
.type{flags.type},
|
||||
.cbuf_index{cbuf.index},
|
||||
.cbuf_offset{cbuf.offset},
|
||||
.count{1},
|
||||
})};
|
||||
inst->SetArg(0, IR::Value{index});
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue