shader_ir: Turn classes into data structures
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26f2820ae3
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72deb773fd
13 changed files with 197 additions and 299 deletions
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@ -485,11 +485,10 @@ u32 ShaderIR::DecodeImage(NodeBlock& bb, u32 pc) {
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Image& ShaderIR::GetImage(Tegra::Shader::Image image, Tegra::Shader::ImageType type) {
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const auto offset = static_cast<u32>(image.index.Value());
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const auto it =
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std::find_if(std::begin(used_images), std::end(used_images),
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[offset](const Image& entry) { return entry.GetOffset() == offset; });
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const auto it = std::find_if(std::begin(used_images), std::end(used_images),
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[offset](const Image& entry) { return entry.offset == offset; });
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if (it != std::end(used_images)) {
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ASSERT(!it->IsBindless() && it->GetType() == it->GetType());
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ASSERT(!it->is_bindless && it->type == type);
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return *it;
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}
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@ -505,13 +504,12 @@ Image& ShaderIR::GetBindlessImage(Tegra::Shader::Register reg, Tegra::Shader::Im
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const auto buffer = std::get<1>(result);
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const auto offset = std::get<2>(result);
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const auto it =
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std::find_if(std::begin(used_images), std::end(used_images),
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[buffer = buffer, offset = offset](const Image& entry) {
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return entry.GetBuffer() == buffer && entry.GetOffset() == offset;
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});
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const auto it = std::find_if(std::begin(used_images), std::end(used_images),
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[buffer, offset](const Image& entry) {
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return entry.buffer == buffer && entry.offset == offset;
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});
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if (it != std::end(used_images)) {
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ASSERT(it->IsBindless() && it->GetType() == it->GetType());
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ASSERT(it->is_bindless && it->type == type);
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return *it;
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}
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@ -140,14 +140,13 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
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const SamplerInfo info{TextureType::Texture2D, false, is_depth_compare, false};
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const Sampler& sampler = *GetSampler(instr.sampler, info);
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const std::optional<Sampler> sampler = GetSampler(instr.sampler, info);
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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MetaTexture meta{sampler, {}, depth_compare, aoffi, {}, {},
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{}, {}, component, element, {}};
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values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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MetaTexture meta{*sampler, {}, depth_compare, aoffi, {}, {},
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{}, {}, component, element, {}};
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values[element] = Operation(OperationCode::TextureGather, meta, coords);
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}
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if (instr.tld4s.fp16_flag) {
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@ -170,13 +169,15 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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const auto texture_type = instr.txd.texture_type.Value();
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const auto coord_count = GetCoordCount(texture_type);
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Node index_var{};
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const Sampler* sampler =
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const std::optional<Sampler> sampler =
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is_bindless
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? GetBindlessSampler(base_reg, index_var, {{texture_type, is_array, false, false}})
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: GetSampler(instr.sampler, {{texture_type, is_array, false, false}});
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Node4 values;
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if (sampler == nullptr) {
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std::generate(values.begin(), values.end(), [] { return Immediate(0); });
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if (!sampler) {
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for (u32 element = 0; element < values.size(); ++element) {
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values[element] = Immediate(0);
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}
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WriteTexInstructionFloat(bb, instr, values);
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break;
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}
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@ -218,10 +219,10 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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// Sadly, not all texture instructions specify the type of texture their sampler
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// uses. This must be fixed at a later instance.
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Node index_var{};
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const Sampler* sampler =
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const std::optional<Sampler> sampler =
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is_bindless ? GetBindlessSampler(instr.gpr8, index_var) : GetSampler(instr.sampler);
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if (sampler == nullptr) {
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if (!sampler) {
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u32 indexer = 0;
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for (u32 element = 0; element < 4; ++element) {
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if (!instr.txq.IsComponentEnabled(element)) {
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@ -269,10 +270,10 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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auto texture_type = instr.tmml.texture_type.Value();
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Node index_var{};
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const Sampler* sampler =
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const std::optional<Sampler> sampler =
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is_bindless ? GetBindlessSampler(instr.gpr20, index_var) : GetSampler(instr.sampler);
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if (sampler == nullptr) {
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if (!sampler) {
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u32 indexer = 0;
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for (u32 element = 0; element < 2; ++element) {
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if (!instr.tmml.IsComponentEnabled(element)) {
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@ -368,35 +369,34 @@ ShaderIR::SamplerInfo ShaderIR::GetSamplerInfo(std::optional<SamplerInfo> sample
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sampler->is_buffer != 0};
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}
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const Sampler* ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
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std::optional<SamplerInfo> sampler_info) {
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std::optional<Sampler> ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
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std::optional<SamplerInfo> sampler_info) {
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const auto offset = static_cast<u32>(sampler.index.Value());
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const auto info = GetSamplerInfo(sampler_info, offset);
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// If this sampler has already been used, return the existing mapping.
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const auto it =
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std::find_if(used_samplers.begin(), used_samplers.end(),
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[offset](const Sampler& entry) { return entry.GetOffset() == offset; });
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const auto it = std::find_if(used_samplers.begin(), used_samplers.end(),
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[offset](const Sampler& entry) { return entry.offset == offset; });
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if (it != used_samplers.end()) {
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ASSERT(!it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
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it->IsShadow() == info.is_shadow && it->IsBuffer() == info.is_buffer);
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return &*it;
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ASSERT(!it->is_bindless && it->type == info.type && it->is_array == info.is_array &&
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it->is_shadow == info.is_shadow && it->is_buffer == info.is_buffer);
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return *it;
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}
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// Otherwise create a new mapping for this sampler
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const auto next_index = static_cast<u32>(used_samplers.size());
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return &used_samplers.emplace_back(next_index, offset, info.type, info.is_array, info.is_shadow,
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info.is_buffer, false);
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return used_samplers.emplace_back(next_index, offset, info.type, info.is_array, info.is_shadow,
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info.is_buffer, false);
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}
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const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, Node& index_var,
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std::optional<SamplerInfo> sampler_info) {
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std::optional<Sampler> ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, Node& index_var,
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std::optional<SamplerInfo> sampler_info) {
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const Node sampler_register = GetRegister(reg);
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const auto [base_node, tracked_sampler_info] =
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TrackBindlessSampler(sampler_register, global_code, static_cast<s64>(global_code.size()));
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ASSERT(base_node != nullptr);
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if (base_node == nullptr) {
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return nullptr;
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return std::nullopt;
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}
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if (const auto bindless_sampler_info =
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@ -406,23 +406,22 @@ const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, Node& i
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const auto info = GetSamplerInfo(sampler_info, offset, buffer);
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// If this sampler has already been used, return the existing mapping.
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const auto it =
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std::find_if(used_samplers.begin(), used_samplers.end(),
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[buffer = buffer, offset = offset](const Sampler& entry) {
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return entry.GetBuffer() == buffer && entry.GetOffset() == offset;
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});
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const auto it = std::find_if(used_samplers.begin(), used_samplers.end(),
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[buffer = buffer, offset = offset](const Sampler& entry) {
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return entry.buffer == buffer && entry.offset == offset;
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});
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if (it != used_samplers.end()) {
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ASSERT(it->IsBindless() && it->GetType() == info.type &&
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it->IsArray() == info.is_array && it->IsShadow() == info.is_shadow);
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return &*it;
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ASSERT(it->is_bindless && it->type == info.type && it->is_array == info.is_array &&
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it->is_shadow == info.is_shadow);
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return *it;
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}
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// Otherwise create a new mapping for this sampler
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const auto next_index = static_cast<u32>(used_samplers.size());
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return &used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array,
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info.is_shadow, info.is_buffer, false);
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} else if (const auto array_sampler_info =
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std::get_if<ArraySamplerNode>(&*tracked_sampler_info)) {
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return used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array,
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info.is_shadow, info.is_buffer, false);
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}
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if (const auto array_sampler_info = std::get_if<ArraySamplerNode>(&*tracked_sampler_info)) {
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const u32 base_offset = array_sampler_info->GetBaseOffset() / 4;
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index_var = GetCustomVariable(array_sampler_info->GetIndexVar());
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const auto info = GetSamplerInfo(sampler_info, base_offset);
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@ -430,21 +429,21 @@ const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, Node& i
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// If this sampler has already been used, return the existing mapping.
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const auto it = std::find_if(
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used_samplers.begin(), used_samplers.end(),
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[base_offset](const Sampler& entry) { return entry.GetOffset() == base_offset; });
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[base_offset](const Sampler& entry) { return entry.offset == base_offset; });
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if (it != used_samplers.end()) {
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ASSERT(!it->IsBindless() && it->GetType() == info.type &&
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it->IsArray() == info.is_array && it->IsShadow() == info.is_shadow &&
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it->IsBuffer() == info.is_buffer && it->IsIndexed());
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return &*it;
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ASSERT(!it->is_bindless && it->type == info.type && it->is_array == info.is_array &&
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it->is_shadow == info.is_shadow && it->is_buffer == info.is_buffer &&
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it->is_indexed);
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return *it;
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}
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uses_indexed_samplers = true;
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// Otherwise create a new mapping for this sampler
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const auto next_index = static_cast<u32>(used_samplers.size());
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return &used_samplers.emplace_back(next_index, base_offset, info.type, info.is_array,
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info.is_shadow, info.is_buffer, true);
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return used_samplers.emplace_back(next_index, base_offset, info.type, info.is_array,
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info.is_shadow, info.is_buffer, true);
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}
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return nullptr;
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return std::nullopt;
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}
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void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
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@ -531,7 +530,8 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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const SamplerInfo info{texture_type, is_array, is_shadow, false};
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Node index_var;
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const Sampler* sampler = is_bindless ? GetBindlessSampler(*bindless_reg, index_var, info)
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std::optional<Sampler> sampler = is_bindless
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? GetBindlessSampler(*bindless_reg, index_var, info)
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: GetSampler(instr.sampler, info);
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if (!sampler) {
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return {Immediate(0), Immediate(0), Immediate(0), Immediate(0)};
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@ -685,10 +685,11 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
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const SamplerInfo info{texture_type, is_array, depth_compare, false};
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Node index_var{};
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const Sampler* sampler = is_bindless ? GetBindlessSampler(parameter_register++, index_var, info)
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: GetSampler(instr.sampler, info);
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const std::optional<Sampler> sampler =
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is_bindless ? GetBindlessSampler(parameter_register++, index_var, info)
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: GetSampler(instr.sampler, info);
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Node4 values;
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if (sampler == nullptr) {
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if (!sampler) {
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for (u32 element = 0; element < values.size(); ++element) {
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values[element] = Immediate(0);
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}
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