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shader: Add physical attributes commentaries

This commit is contained in:
ReinUsesLisp 2019-04-30 19:46:49 -03:00
parent c6f9e651b2
commit fe700e1856
4 changed files with 8 additions and 4 deletions

View file

@ -895,6 +895,8 @@ private:
target = GetRegister(gpr->GetIndex());
} else if (const auto abuf = std::get_if<AbufNode>(dest)) {
UNIMPLEMENTED_IF(abuf->IsPhysicalBuffer());
target = [&]() -> std::string {
switch (const auto attribute = abuf->GetIndex(); abuf->GetIndex()) {
case Attribute::Index::Position:

View file

@ -253,7 +253,7 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
SetRegister(bb, instr.gpr0, fake_address);
// Signal the shader IR to declare all possible attributes and varyings
use_physical_attributes = true;
uses_physical_attributes = true;
break;
}
default:

View file

@ -95,7 +95,7 @@ Node ShaderIR::GetInputAttribute(Attribute::Index index, u64 element, Node buffe
}
Node ShaderIR::GetPhysicalInputAttribute(Tegra::Shader::Register physical_address, Node buffer) {
use_physical_attributes = true;
uses_physical_attributes = true;
return StoreNode(AbufNode(GetRegister(physical_address), buffer));
}

View file

@ -465,10 +465,12 @@ private:
/// Attribute buffer memory (known as attributes or varyings in GLSL terms)
class AbufNode final {
public:
// Initialize for standard attributes (index is explicit).
explicit constexpr AbufNode(Tegra::Shader::Attribute::Index index, u32 element,
Node buffer = {})
: buffer{buffer}, index{index}, element{element} {}
// Initialize for physical attributes (index is a variable value).
explicit constexpr AbufNode(Node physical_address, Node buffer = {})
: physical_address{physical_address}, buffer{buffer} {}
@ -618,7 +620,7 @@ public:
}
bool HasPhysicalAttributes() const {
return use_physical_attributes;
return uses_physical_attributes;
}
const Tegra::Shader::Header& GetHeader() const {
@ -885,7 +887,7 @@ private:
std::set<Sampler> used_samplers;
std::array<bool, Tegra::Engines::Maxwell3D::Regs::NumClipDistances> used_clip_distances{};
std::map<GlobalMemoryBase, GlobalMemoryUsage> used_global_memory;
bool use_physical_attributes{}; // Shader uses AL2P or physical attribute read/writes
bool uses_physical_attributes{}; // Shader uses AL2P or physical attribute read/writes
Tegra::Shader::Header header;
};