Merge pull request #2348 from FernandoS27/guest-bindless

Implement Bindless Textures on Shader Decompiler and GL backend
This commit is contained in:
bunnei
2019-04-17 20:59:49 -04:00
committed by GitHub
8 changed files with 217 additions and 44 deletions

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@ -196,9 +196,23 @@ enum class ExitMethod {
class Sampler {
public:
// Use this constructor for bounded Samplers
explicit Sampler(std::size_t offset, std::size_t index, Tegra::Shader::TextureType type,
bool is_array, bool is_shadow)
: offset{offset}, index{index}, type{type}, is_array{is_array}, is_shadow{is_shadow} {}
: offset{offset}, index{index}, type{type}, is_array{is_array}, is_shadow{is_shadow},
is_bindless{false} {}
// Use this constructor for bindless Samplers
explicit Sampler(u32 cbuf_index, u32 cbuf_offset, std::size_t index,
Tegra::Shader::TextureType type, bool is_array, bool is_shadow)
: offset{(static_cast<u64>(cbuf_index) << 32) | cbuf_offset}, index{index}, type{type},
is_array{is_array}, is_shadow{is_shadow}, is_bindless{true} {}
// Use this only for serialization/deserialization
explicit Sampler(std::size_t offset, std::size_t index, Tegra::Shader::TextureType type,
bool is_array, bool is_shadow, bool is_bindless)
: offset{offset}, index{index}, type{type}, is_array{is_array}, is_shadow{is_shadow},
is_bindless{is_bindless} {}
std::size_t GetOffset() const {
return offset;
@ -220,6 +234,14 @@ public:
return is_shadow;
}
bool IsBindless() const {
return is_bindless;
}
std::pair<u32, u32> GetBindlessCBuf() const {
return {static_cast<u32>(offset >> 32), static_cast<u32>(offset)};
}
bool operator<(const Sampler& rhs) const {
return std::tie(offset, index, type, is_array, is_shadow) <
std::tie(rhs.offset, rhs.index, rhs.type, rhs.is_array, rhs.is_shadow);
@ -231,8 +253,9 @@ private:
std::size_t offset{};
std::size_t index{}; ///< Value used to index into the generated GLSL sampler array.
Tegra::Shader::TextureType type{}; ///< The type used to sample this texture (Texture2D, etc)
bool is_array{}; ///< Whether the texture is being sampled as an array texture or not.
bool is_shadow{}; ///< Whether the texture is being sampled as a depth texture or not.
bool is_array{}; ///< Whether the texture is being sampled as an array texture or not.
bool is_shadow{}; ///< Whether the texture is being sampled as a depth texture or not.
bool is_bindless{}; ///< Whether this sampler belongs to a bindless texture or not.
};
class ConstBuffer {
@ -735,6 +758,11 @@ private:
const Sampler& GetSampler(const Tegra::Shader::Sampler& sampler,
Tegra::Shader::TextureType type, bool is_array, bool is_shadow);
// Accesses a texture sampler for a bindless texture.
const Sampler& GetBindlessSampler(const Tegra::Shader::Register& reg,
Tegra::Shader::TextureType type, bool is_array,
bool is_shadow);
/// Extracts a sequence of bits from a node
Node BitfieldExtract(Node value, u32 offset, u32 bits);
@ -748,7 +776,8 @@ private:
Node4 GetTexCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
Tegra::Shader::TextureProcessMode process_mode, bool depth_compare,
bool is_array, bool is_aoffi);
bool is_array, bool is_aoffi,
std::optional<Tegra::Shader::Register> bindless_reg);
Node4 GetTexsCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
Tegra::Shader::TextureProcessMode process_mode, bool depth_compare,
@ -768,7 +797,8 @@ private:
Node4 GetTextureCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
Tegra::Shader::TextureProcessMode process_mode, std::vector<Node> coords,
Node array, Node depth_compare, u32 bias_offset, std::vector<Node> aoffi);
Node array, Node depth_compare, u32 bias_offset, std::vector<Node> aoffi,
std::optional<Tegra::Shader::Register> bindless_reg);
Node GetVideoOperand(Node op, bool is_chunk, bool is_signed, Tegra::Shader::VideoType type,
u64 byte_height);