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	shader_ir/memory: Implement physical input attributes
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				| @ -98,6 +98,10 @@ union Attribute { | |||||||
|         BitField<22, 2, u64> element; |         BitField<22, 2, u64> element; | ||||||
|         BitField<24, 6, Index> index; |         BitField<24, 6, Index> index; | ||||||
|         BitField<47, 3, AttributeSize> size; |         BitField<47, 3, AttributeSize> size; | ||||||
|  | 
 | ||||||
|  |         bool IsPhysical() const { | ||||||
|  |             return element == 0 && static_cast<u64>(index.Value()) == 0; | ||||||
|  |         } | ||||||
|     } fmt20; |     } fmt20; | ||||||
| 
 | 
 | ||||||
|     union { |     union { | ||||||
|  | |||||||
| @ -50,13 +50,16 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) { | |||||||
|         UNIMPLEMENTED_IF_MSG((instr.attribute.fmt20.immediate.Value() % sizeof(u32)) != 0, |         UNIMPLEMENTED_IF_MSG((instr.attribute.fmt20.immediate.Value() % sizeof(u32)) != 0, | ||||||
|                              "Unaligned attribute loads are not supported"); |                              "Unaligned attribute loads are not supported"); | ||||||
| 
 | 
 | ||||||
|  |         const Node buffer{GetRegister(instr.gpr39)}; | ||||||
|  | 
 | ||||||
|         u64 next_element = instr.attribute.fmt20.element; |         u64 next_element = instr.attribute.fmt20.element; | ||||||
|         auto next_index = static_cast<u64>(instr.attribute.fmt20.index.Value()); |         auto next_index = static_cast<u64>(instr.attribute.fmt20.index.Value()); | ||||||
| 
 | 
 | ||||||
|         const auto LoadNextElement = [&](u32 reg_offset) { |         const auto LoadNextElement = [&](u32 reg_offset) { | ||||||
|             const Node buffer = GetRegister(instr.gpr39); |             const Node attribute{instr.attribute.fmt20.IsPhysical() | ||||||
|             const Node attribute = |                                      ? GetPhysicalInputAttribute(instr.gpr8, buffer) | ||||||
|                 GetInputAttribute(static_cast<Attribute::Index>(next_index), next_element, buffer); |                                      : GetInputAttribute(static_cast<Attribute::Index>(next_index), | ||||||
|  |                                                          next_element, buffer)}; | ||||||
| 
 | 
 | ||||||
|             SetRegister(bb, instr.gpr0.Value() + reg_offset, attribute); |             SetRegister(bb, instr.gpr0.Value() + reg_offset, attribute); | ||||||
| 
 | 
 | ||||||
|  | |||||||
| @ -94,6 +94,11 @@ Node ShaderIR::GetInputAttribute(Attribute::Index index, u64 element, Node buffe | |||||||
|     return StoreNode(AbufNode(index, static_cast<u32>(element), buffer)); |     return StoreNode(AbufNode(index, static_cast<u32>(element), buffer)); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | Node ShaderIR::GetPhysicalInputAttribute(Tegra::Shader::Register physical_address, Node buffer) { | ||||||
|  |     use_physical_attributes = true; | ||||||
|  |     return StoreNode(AbufNode(GetRegister(physical_address), buffer)); | ||||||
|  | } | ||||||
|  | 
 | ||||||
| Node ShaderIR::GetOutputAttribute(Attribute::Index index, u64 element, Node buffer) { | Node ShaderIR::GetOutputAttribute(Attribute::Index index, u64 element, Node buffer) { | ||||||
|     if (index == Attribute::Index::ClipDistances0123 || |     if (index == Attribute::Index::ClipDistances0123 || | ||||||
|         index == Attribute::Index::ClipDistances4567) { |         index == Attribute::Index::ClipDistances4567) { | ||||||
|  | |||||||
| @ -469,6 +469,9 @@ public: | |||||||
|                                 Node buffer = {}) |                                 Node buffer = {}) | ||||||
|         : buffer{buffer}, index{index}, element{element} {} |         : buffer{buffer}, index{index}, element{element} {} | ||||||
| 
 | 
 | ||||||
|  |     explicit constexpr AbufNode(Node physical_address, Node buffer = {}) | ||||||
|  |         : physical_address{physical_address}, buffer{buffer} {} | ||||||
|  | 
 | ||||||
|     Tegra::Shader::Attribute::Index GetIndex() const { |     Tegra::Shader::Attribute::Index GetIndex() const { | ||||||
|         return index; |         return index; | ||||||
|     } |     } | ||||||
| @ -481,10 +484,19 @@ public: | |||||||
|         return buffer; |         return buffer; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |     bool IsPhysicalBuffer() const { | ||||||
|  |         return physical_address != nullptr; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     Node GetPhysicalAddress() const { | ||||||
|  |         return physical_address; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
| private: | private: | ||||||
|     const Node buffer; |     Node physical_address{}; | ||||||
|     const Tegra::Shader::Attribute::Index index; |     Node buffer{}; | ||||||
|     const u32 element; |     Tegra::Shader::Attribute::Index index{}; | ||||||
|  |     u32 element{}; | ||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
| /// Constant buffer node, usually mapped to uniform buffers in GLSL
 | /// Constant buffer node, usually mapped to uniform buffers in GLSL
 | ||||||
| @ -691,6 +703,8 @@ private: | |||||||
|     Node GetPredicate(bool immediate); |     Node GetPredicate(bool immediate); | ||||||
|     /// Generates a node representing an input attribute. Keeps track of used attributes.
 |     /// Generates a node representing an input attribute. Keeps track of used attributes.
 | ||||||
|     Node GetInputAttribute(Tegra::Shader::Attribute::Index index, u64 element, Node buffer = {}); |     Node GetInputAttribute(Tegra::Shader::Attribute::Index index, u64 element, Node buffer = {}); | ||||||
|  |     /// Generates a node representing a physical input attribute.
 | ||||||
|  |     Node GetPhysicalInputAttribute(Tegra::Shader::Register physical_address, Node buffer = {}); | ||||||
|     /// Generates a node representing an output attribute. Keeps track of used attributes.
 |     /// Generates a node representing an output attribute. Keeps track of used attributes.
 | ||||||
|     Node GetOutputAttribute(Tegra::Shader::Attribute::Index index, u64 element, Node buffer); |     Node GetOutputAttribute(Tegra::Shader::Attribute::Index index, u64 element, Node buffer); | ||||||
|     /// Generates a node representing an internal flag
 |     /// Generates a node representing an internal flag
 | ||||||
|  | |||||||
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