Simplify shader uniform buffer access codegen
This commit is contained in:
parent
16d88c21fc
commit
1df78e7ad6
3 changed files with 18 additions and 25 deletions
|
@ -206,13 +206,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||||
|
|
||||||
context.CBufferDescriptors.Add(new BufferDescriptor(ubName, cbufSlot));
|
context.CBufferDescriptors.Add(new BufferDescriptor(ubName, cbufSlot));
|
||||||
|
|
||||||
context.AppendLine("layout (std140) uniform " + ubName);
|
context.AppendLine("uniform " + ubName);
|
||||||
|
|
||||||
context.EnterScope();
|
context.EnterScope();
|
||||||
|
|
||||||
string ubSize = "[" + NumberFormatter.FormatInt(Constants.ConstantBufferSize / 16) + "]";
|
string ubSize = "[" + NumberFormatter.FormatInt(Constants.ConstantBufferSize / 4) + "]";
|
||||||
|
|
||||||
context.AppendLine("vec4 " + OperandManager.GetUbName(context.Config.Stage, cbufSlot) + ubSize + ";");
|
context.AppendLine("precise float " + OperandManager.GetUbName(context.Config.Stage, cbufSlot) + ubSize + ";");
|
||||||
|
|
||||||
context.LeaveScope(";");
|
context.LeaveScope(";");
|
||||||
}
|
}
|
||||||
|
|
|
@ -116,7 +116,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
|
||||||
|
|
||||||
offsetExpr = Enclose(offsetExpr, src2, Instruction.ShiftRightS32, isLhs: true);
|
offsetExpr = Enclose(offsetExpr, src2, Instruction.ShiftRightS32, isLhs: true);
|
||||||
|
|
||||||
return OperandManager.GetConstantBufferName(src1, offsetExpr, context.Config.Stage);
|
// TODO: For now this is assumed to be constant
|
||||||
|
// (we only use constant slots right now), but we should also
|
||||||
|
// support non-constant values, necessary for full LDC implementation.
|
||||||
|
int slot = ((AstOperand)src1).Value;
|
||||||
|
|
||||||
|
return OperandManager.GetUniformBufferAccessor(slot, offsetExpr, context.Config.Stage);
|
||||||
}
|
}
|
||||||
|
|
||||||
public static string LoadGlobal(CodeGenContext context, AstOperation operation)
|
public static string LoadGlobal(CodeGenContext context, AstOperation operation)
|
||||||
|
@ -503,7 +508,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
|
||||||
// restrictions.
|
// restrictions.
|
||||||
int ubOffset = GlobalToStorage.GetStorageCbOffset(stage, slot);
|
int ubOffset = GlobalToStorage.GetStorageCbOffset(stage, slot);
|
||||||
|
|
||||||
string ubName = OperandManager.GetConstantBufferName(0, ubOffset, stage);
|
string ubName = OperandManager.GetUniformBufferAccessor(0, ubOffset, stage);
|
||||||
|
|
||||||
offsetExpr = $"{offsetExpr} - int((floatBitsToUint({ubName}) & {mask}) >> 2)";
|
offsetExpr = $"{offsetExpr} - int((floatBitsToUint({ubName}) & {mask}) >> 2)";
|
||||||
|
|
||||||
|
|
|
@ -93,7 +93,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||||
return NumberFormatter.FormatInt(operand.Value);
|
return NumberFormatter.FormatInt(operand.Value);
|
||||||
|
|
||||||
case OperandType.ConstantBuffer:
|
case OperandType.ConstantBuffer:
|
||||||
return GetConstantBufferName(operand.CbufSlot, operand.CbufOffset, stage);
|
return GetUniformBufferAccessor(operand.CbufSlot, operand.CbufOffset, stage);
|
||||||
|
|
||||||
case OperandType.LocalVariable:
|
case OperandType.LocalVariable:
|
||||||
return _locals[operand];
|
return _locals[operand];
|
||||||
|
@ -105,28 +105,16 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||||
throw new ArgumentException($"Invalid operand type \"{operand.Type}\".");
|
throw new ArgumentException($"Invalid operand type \"{operand.Type}\".");
|
||||||
}
|
}
|
||||||
|
|
||||||
public static string GetConstantBufferName(int slot, int offset, ShaderStage stage)
|
public static string GetUniformBufferAccessor(int slot, int offset, ShaderStage stage)
|
||||||
|
{
|
||||||
|
return GetUniformBufferAccessor(slot, NumberFormatter.FormatInt(offset), stage);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static string GetUniformBufferAccessor(int slot, string offsetExpr, ShaderStage stage)
|
||||||
{
|
{
|
||||||
string ubName = GetUbName(stage, slot);
|
string ubName = GetUbName(stage, slot);
|
||||||
|
|
||||||
ubName += "[" + (offset >> 2) + "]";
|
return $"{ubName}[{offsetExpr}]";
|
||||||
|
|
||||||
return ubName + "." + GetSwizzleMask(offset & 3);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static string GetConstantBufferName(IAstNode slot, string offsetExpr, ShaderStage stage)
|
|
||||||
{
|
|
||||||
// Non-constant slots are not supported.
|
|
||||||
// It is expected that upstream stages are never going to generate non-constant
|
|
||||||
// slot access.
|
|
||||||
AstOperand operand = (AstOperand)slot;
|
|
||||||
|
|
||||||
string ubName = GetUbName(stage, operand.Value);
|
|
||||||
|
|
||||||
string index0 = "[" + offsetExpr + " >> 2]";
|
|
||||||
string index1 = "[" + offsetExpr + " & 3]";
|
|
||||||
|
|
||||||
return ubName + index0 + index1;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public static string GetOutAttributeName(AstOperand attr, ShaderStage stage)
|
public static string GetOutAttributeName(AstOperand attr, ShaderStage stage)
|
||||||
|
|
Loading…
Reference in a new issue