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gl_rasterizer: Add samplers to compute dispatches

This commit is contained in:
ReinUsesLisp 2019-07-17 21:50:21 -03:00
parent 954fc02fdd
commit 80ec2feee8
2 changed files with 36 additions and 3 deletions

View file

@ -801,9 +801,11 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
} }
auto kernel = shader_cache.GetComputeKernel(code_addr); auto kernel = shader_cache.GetComputeKernel(code_addr);
ProgramVariant variant;
variant.texture_buffer_usage = SetupComputeTextures(kernel);
SetupComputeImages(kernel); SetupComputeImages(kernel);
const auto [program, next_bindings] = kernel->GetProgramHandle({}); const auto [program, next_bindings] = kernel->GetProgramHandle(variant);
state.draw.shader_program = program; state.draw.shader_program = program;
state.draw.program_pipeline = 0; state.draw.program_pipeline = 0;
@ -818,8 +820,6 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
SetupComputeConstBuffers(kernel); SetupComputeConstBuffers(kernel);
SetupComputeGlobalMemory(kernel); SetupComputeGlobalMemory(kernel);
// TODO(Rodrigo): Bind images and samplers
buffer_cache.Unmap(); buffer_cache.Unmap();
bind_ubo_pushbuffer.Bind(); bind_ubo_pushbuffer.Bind();
@ -1016,6 +1016,36 @@ TextureBufferUsage RasterizerOpenGL::SetupDrawTextures(Maxwell::ShaderStage stag
return texture_buffer_usage; return texture_buffer_usage;
} }
TextureBufferUsage RasterizerOpenGL::SetupComputeTextures(const Shader& kernel) {
MICROPROFILE_SCOPE(OpenGL_Texture);
const auto& compute = system.GPU().KeplerCompute();
const auto& entries = kernel->GetShaderEntries().samplers;
ASSERT_MSG(entries.size() <= std::size(state.textures),
"Exceeded the number of active textures.");
TextureBufferUsage texture_buffer_usage{0};
for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
const auto& entry = entries[bindpoint];
const auto texture = [&]() {
if (!entry.IsBindless()) {
return compute.GetTexture(entry.GetOffset());
}
const auto cbuf = entry.GetBindlessCBuf();
Tegra::Texture::TextureHandle tex_handle;
tex_handle.raw = compute.AccessConstBuffer32(cbuf.first, cbuf.second);
return compute.GetTextureInfo(tex_handle, entry.GetOffset());
}();
if (SetupTexture(bindpoint, texture, entry)) {
texture_buffer_usage.set(bindpoint);
}
}
return texture_buffer_usage;
}
bool RasterizerOpenGL::SetupTexture(u32 binding, const Tegra::Texture::FullTextureInfo& texture, bool RasterizerOpenGL::SetupTexture(u32 binding, const Tegra::Texture::FullTextureInfo& texture,
const GLShader::SamplerEntry& entry) { const GLShader::SamplerEntry& entry) {
state.samplers[binding] = sampler_cache.GetSampler(texture.tsc); state.samplers[binding] = sampler_cache.GetSampler(texture.tsc);

View file

@ -141,6 +141,9 @@ private:
TextureBufferUsage SetupDrawTextures(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, TextureBufferUsage SetupDrawTextures(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage,
const Shader& shader, BaseBindings base_bindings); const Shader& shader, BaseBindings base_bindings);
/// Configures the textures used in a compute shader. Returns texture buffer usage.
TextureBufferUsage SetupComputeTextures(const Shader& kernel);
/// Configures a texture. Returns true when the texture is a texture buffer. /// Configures a texture. Returns true when the texture is a texture buffer.
bool SetupTexture(u32 binding, const Tegra::Texture::FullTextureInfo& texture, bool SetupTexture(u32 binding, const Tegra::Texture::FullTextureInfo& texture,
const GLShader::SamplerEntry& entry); const GLShader::SamplerEntry& entry);