shader_ir: Turn classes into data structures

This commit is contained in:
ReinUsesLisp 2020-04-16 01:34:45 -03:00
parent 26f2820ae3
commit 72deb773fd
13 changed files with 197 additions and 299 deletions

View file

@ -485,11 +485,10 @@ u32 ShaderIR::DecodeImage(NodeBlock& bb, u32 pc) {
Image& ShaderIR::GetImage(Tegra::Shader::Image image, Tegra::Shader::ImageType type) {
const auto offset = static_cast<u32>(image.index.Value());
const auto it =
std::find_if(std::begin(used_images), std::end(used_images),
[offset](const Image& entry) { return entry.GetOffset() == offset; });
const auto it = std::find_if(std::begin(used_images), std::end(used_images),
[offset](const Image& entry) { return entry.offset == offset; });
if (it != std::end(used_images)) {
ASSERT(!it->IsBindless() && it->GetType() == it->GetType());
ASSERT(!it->is_bindless && it->type == type);
return *it;
}
@ -505,13 +504,12 @@ Image& ShaderIR::GetBindlessImage(Tegra::Shader::Register reg, Tegra::Shader::Im
const auto buffer = std::get<1>(result);
const auto offset = std::get<2>(result);
const auto it =
std::find_if(std::begin(used_images), std::end(used_images),
[buffer = buffer, offset = offset](const Image& entry) {
return entry.GetBuffer() == buffer && entry.GetOffset() == offset;
});
const auto it = std::find_if(std::begin(used_images), std::end(used_images),
[buffer, offset](const Image& entry) {
return entry.buffer == buffer && entry.offset == offset;
});
if (it != std::end(used_images)) {
ASSERT(it->IsBindless() && it->GetType() == it->GetType());
ASSERT(it->is_bindless && it->type == type);
return *it;
}

View file

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