shader: Implement texture buffers

This commit is contained in:
ReinUsesLisp 2021-04-06 02:56:15 -03:00 committed by ameerj
parent dcaf0e9150
commit 1f3eb601ac
10 changed files with 158 additions and 39 deletions

View file

@ -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});
}
}