Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide it

This commit is contained in:
Fernando Sahmkow
2019-09-25 09:53:18 -04:00
committed by FernandoS27
parent 8909f52166
commit 33fcec3502
9 changed files with 363 additions and 46 deletions

View File

@ -856,4 +856,22 @@ u32 Maxwell3D::AccessConstBuffer32(ShaderType stage, u64 const_buffer, u64 offse
return result;
}
SamplerDescriptor Maxwell3D::AccessBoundSampler(ShaderType stage, u64 offset) const {
return AccessBindlessSampler(stage, regs.tex_cb_index, offset * sizeof(Texture::TextureHandle));
}
SamplerDescriptor Maxwell3D::AccessBindlessSampler(ShaderType stage, u64 const_buffer,
u64 offset) const {
ASSERT(stage != ShaderType::Compute);
const auto& shader = state.shader_stages[static_cast<std::size_t>(stage)];
const auto& tex_info_buffer = shader.const_buffers[const_buffer];
const GPUVAddr tex_info_address = tex_info_buffer.address + offset;
const Texture::TextureHandle tex_handle{memory_manager.Read<u32>(tex_info_address)};
const Texture::FullTextureInfo tex_info = GetTextureInfo(tex_handle, offset);
SamplerDescriptor result = SamplerDescriptor::FromTicTexture(tex_info.tic.texture_type.Value());
result.is_shadow.Assign(tex_info.tsc.depth_compare_enabled.Value());
return result;
}
} // namespace Tegra::Engines