shader: Allow tracking of indirect buffers without variable offset

While changing this code, simplify tracking code to allow returning
the base address node, this way callers don't have to manually rebuild
it on each invocation.
This commit is contained in:
ReinUsesLisp
2019-05-31 19:14:34 -03:00
parent 3477b92289
commit afa8096df5
6 changed files with 34 additions and 33 deletions

View File

@ -61,7 +61,16 @@ Node ShaderIR::GetConstBufferIndirect(u64 index_, u64 offset_, Node node) {
const auto [entry, is_new] = used_cbufs.try_emplace(index);
entry->second.MarkAsUsedIndirect();
const Node final_offset = Operation(OperationCode::UAdd, NO_PRECISE, node, Immediate(offset));
const Node final_offset = [&]() {
// Attempt to inline constant buffer without a variable offset. This is done to allow
// tracking LDC calls.
if (const auto gpr = std::get_if<GprNode>(&*node)) {
if (gpr->GetIndex() == Register::ZeroIndex) {
return Immediate(offset);
}
}
return Operation(OperationCode::UAdd, NO_PRECISE, node, Immediate(offset));
}();
return MakeNode<CbufNode>(index, final_offset);
}