shader: Add NVN storage buffer fallbacks

When we can't track the SSBO origin of a global memory instruction,
leave it as a global memory operation and assume these pointers are in
the NVN storage buffer slots, then apply a linear search in the shader's
runtime.
This commit is contained in:
ReinUsesLisp
2021-04-19 16:33:23 -03:00
committed by ameerj
parent 6325601947
commit 7018e524f5
9 changed files with 214 additions and 62 deletions

View File

@ -224,6 +224,13 @@ public:
Id f32x2_min_cas{};
Id f32x2_max_cas{};
Id load_global_func_u32{};
Id load_global_func_u32x2{};
Id load_global_func_u32x4{};
Id write_global_func_u32{};
Id write_global_func_u32x2{};
Id write_global_func_u32x4{};
Id input_position{};
std::array<Id, 32> input_generics{};
@ -255,6 +262,7 @@ private:
void DefineTextures(const Info& info, u32& binding);
void DefineImages(const Info& info, u32& binding);
void DefineAttributeMemAccess(const Info& info);
void DefineGlobalMemoryFunctions(const Info& info);
void DefineLabels(IR::Program& program);
void DefineInputs(const Info& info);