Revert "Simplify shader uniform buffer access codegen"
This reverts commit 2fe9ebaf118d690be8d0cb302529dd359d7c402b.
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1df78e7ad6
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@ -206,13 +206,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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context.CBufferDescriptors.Add(new BufferDescriptor(ubName, cbufSlot));
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context.CBufferDescriptors.Add(new BufferDescriptor(ubName, cbufSlot));
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context.AppendLine("uniform " + ubName);
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context.AppendLine("layout (std140) uniform " + ubName);
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context.EnterScope();
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context.EnterScope();
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string ubSize = "[" + NumberFormatter.FormatInt(Constants.ConstantBufferSize / 4) + "]";
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string ubSize = "[" + NumberFormatter.FormatInt(Constants.ConstantBufferSize / 16) + "]";
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context.AppendLine("precise float " + OperandManager.GetUbName(context.Config.Stage, cbufSlot) + ubSize + ";");
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context.AppendLine("vec4 " + OperandManager.GetUbName(context.Config.Stage, cbufSlot) + ubSize + ";");
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context.LeaveScope(";");
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context.LeaveScope(";");
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}
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}
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@ -116,12 +116,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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offsetExpr = Enclose(offsetExpr, src2, Instruction.ShiftRightS32, isLhs: true);
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offsetExpr = Enclose(offsetExpr, src2, Instruction.ShiftRightS32, isLhs: true);
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// TODO: For now this is assumed to be constant
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return OperandManager.GetConstantBufferName(src1, offsetExpr, context.Config.Stage);
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// (we only use constant slots right now), but we should also
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// support non-constant values, necessary for full LDC implementation.
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int slot = ((AstOperand)src1).Value;
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return OperandManager.GetUniformBufferAccessor(slot, offsetExpr, context.Config.Stage);
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}
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}
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public static string LoadGlobal(CodeGenContext context, AstOperation operation)
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public static string LoadGlobal(CodeGenContext context, AstOperation operation)
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@ -508,7 +503,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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// restrictions.
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// restrictions.
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int ubOffset = GlobalToStorage.GetStorageCbOffset(stage, slot);
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int ubOffset = GlobalToStorage.GetStorageCbOffset(stage, slot);
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string ubName = OperandManager.GetUniformBufferAccessor(0, ubOffset, stage);
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string ubName = OperandManager.GetConstantBufferName(0, ubOffset, stage);
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offsetExpr = $"{offsetExpr} - int((floatBitsToUint({ubName}) & {mask}) >> 2)";
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offsetExpr = $"{offsetExpr} - int((floatBitsToUint({ubName}) & {mask}) >> 2)";
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@ -93,7 +93,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return NumberFormatter.FormatInt(operand.Value);
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return NumberFormatter.FormatInt(operand.Value);
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case OperandType.ConstantBuffer:
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case OperandType.ConstantBuffer:
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return GetUniformBufferAccessor(operand.CbufSlot, operand.CbufOffset, stage);
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return GetConstantBufferName(operand.CbufSlot, operand.CbufOffset, stage);
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case OperandType.LocalVariable:
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case OperandType.LocalVariable:
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return _locals[operand];
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return _locals[operand];
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@ -105,16 +105,28 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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throw new ArgumentException($"Invalid operand type \"{operand.Type}\".");
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throw new ArgumentException($"Invalid operand type \"{operand.Type}\".");
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}
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}
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public static string GetUniformBufferAccessor(int slot, int offset, ShaderStage stage)
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public static string GetConstantBufferName(int slot, int offset, ShaderStage stage)
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{
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return GetUniformBufferAccessor(slot, NumberFormatter.FormatInt(offset), stage);
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}
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public static string GetUniformBufferAccessor(int slot, string offsetExpr, ShaderStage stage)
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{
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{
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string ubName = GetUbName(stage, slot);
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string ubName = GetUbName(stage, slot);
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return $"{ubName}[{offsetExpr}]";
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ubName += "[" + (offset >> 2) + "]";
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return ubName + "." + GetSwizzleMask(offset & 3);
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}
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public static string GetConstantBufferName(IAstNode slot, string offsetExpr, ShaderStage stage)
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{
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// Non-constant slots are not supported.
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// It is expected that upstream stages are never going to generate non-constant
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// slot access.
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AstOperand operand = (AstOperand)slot;
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string ubName = GetUbName(stage, operand.Value);
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string index0 = "[" + offsetExpr + " >> 2]";
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string index1 = "[" + offsetExpr + " & 3]";
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return ubName + index0 + index1;
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}
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}
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public static string GetOutAttributeName(AstOperand attr, ShaderStage stage)
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public static string GetOutAttributeName(AstOperand attr, ShaderStage stage)
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