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synced 2025-06-16 01:17:57 -05:00
shader: Add integer attribute get optimization pass
Works around an nvidia driver bug, where casting the integer attributes to float and back to an integer always returned 0.
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@ -355,6 +355,31 @@ Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr, Id vertex) {
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}
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}
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Id EmitGetAttributeU32(EmitContext& ctx, IR::Attribute attr, Id) {
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switch (attr) {
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case IR::Attribute::PrimitiveId:
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return ctx.OpLoad(ctx.U32[1], ctx.primitive_id);
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case IR::Attribute::InstanceId:
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if (ctx.profile.support_vertex_instance_id) {
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return ctx.OpLoad(ctx.U32[1], ctx.instance_id);
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} else {
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const Id index{ctx.OpLoad(ctx.U32[1], ctx.instance_index)};
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const Id base{ctx.OpLoad(ctx.U32[1], ctx.base_instance)};
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return ctx.OpISub(ctx.U32[1], index, base);
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}
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case IR::Attribute::VertexId:
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if (ctx.profile.support_vertex_instance_id) {
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return ctx.OpLoad(ctx.U32[1], ctx.vertex_id);
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} else {
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const Id index{ctx.OpLoad(ctx.U32[1], ctx.vertex_index)};
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const Id base{ctx.OpLoad(ctx.U32[1], ctx.base_vertex)};
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return ctx.OpISub(ctx.U32[1], index, base);
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}
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default:
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throw NotImplementedException("Read U32 attribute {}", attr);
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}
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}
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void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, Id value, [[maybe_unused]] Id vertex) {
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const std::optional<OutAttr> output{OutputAttrPointer(ctx, attr)};
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if (!output) {
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@ -53,6 +53,7 @@ Id EmitGetCbufU32(EmitContext& ctx, const IR::Value& binding, const IR::Value& o
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Id EmitGetCbufF32(EmitContext& ctx, const IR::Value& binding, const IR::Value& offset);
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Id EmitGetCbufU32x2(EmitContext& ctx, const IR::Value& binding, const IR::Value& offset);
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Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr, Id vertex);
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Id EmitGetAttributeU32(EmitContext& ctx, IR::Attribute attr, Id vertex);
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void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, Id value, Id vertex);
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Id EmitGetAttributeIndexed(EmitContext& ctx, Id offset, Id vertex);
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void EmitSetAttributeIndexed(EmitContext& ctx, Id offset, Id value, Id vertex);
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