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Merge pull request #2348 from FernandoS27/guest-bindless
Implement Bindless Textures on Shader Decompiler and GL backend
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@ -196,9 +196,23 @@ enum class ExitMethod {
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class Sampler {
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public:
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// Use this constructor for bounded Samplers
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explicit Sampler(std::size_t offset, std::size_t index, Tegra::Shader::TextureType type,
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bool is_array, bool is_shadow)
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: offset{offset}, index{index}, type{type}, is_array{is_array}, is_shadow{is_shadow} {}
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: offset{offset}, index{index}, type{type}, is_array{is_array}, is_shadow{is_shadow},
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is_bindless{false} {}
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// Use this constructor for bindless Samplers
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explicit Sampler(u32 cbuf_index, u32 cbuf_offset, std::size_t index,
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Tegra::Shader::TextureType type, bool is_array, bool is_shadow)
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: offset{(static_cast<u64>(cbuf_index) << 32) | cbuf_offset}, index{index}, type{type},
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is_array{is_array}, is_shadow{is_shadow}, is_bindless{true} {}
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// Use this only for serialization/deserialization
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explicit Sampler(std::size_t offset, std::size_t index, Tegra::Shader::TextureType type,
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bool is_array, bool is_shadow, bool is_bindless)
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: offset{offset}, index{index}, type{type}, is_array{is_array}, is_shadow{is_shadow},
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is_bindless{is_bindless} {}
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std::size_t GetOffset() const {
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return offset;
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@ -220,6 +234,14 @@ public:
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return is_shadow;
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}
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bool IsBindless() const {
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return is_bindless;
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}
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std::pair<u32, u32> GetBindlessCBuf() const {
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return {static_cast<u32>(offset >> 32), static_cast<u32>(offset)};
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}
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bool operator<(const Sampler& rhs) const {
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return std::tie(offset, index, type, is_array, is_shadow) <
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std::tie(rhs.offset, rhs.index, rhs.type, rhs.is_array, rhs.is_shadow);
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@ -231,8 +253,9 @@ private:
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std::size_t offset{};
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std::size_t index{}; ///< Value used to index into the generated GLSL sampler array.
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Tegra::Shader::TextureType type{}; ///< The type used to sample this texture (Texture2D, etc)
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bool is_array{}; ///< Whether the texture is being sampled as an array texture or not.
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bool is_shadow{}; ///< Whether the texture is being sampled as a depth texture or not.
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bool is_array{}; ///< Whether the texture is being sampled as an array texture or not.
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bool is_shadow{}; ///< Whether the texture is being sampled as a depth texture or not.
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bool is_bindless{}; ///< Whether this sampler belongs to a bindless texture or not.
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};
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class ConstBuffer {
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@ -735,6 +758,11 @@ private:
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const Sampler& GetSampler(const Tegra::Shader::Sampler& sampler,
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Tegra::Shader::TextureType type, bool is_array, bool is_shadow);
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// Accesses a texture sampler for a bindless texture.
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const Sampler& GetBindlessSampler(const Tegra::Shader::Register& reg,
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Tegra::Shader::TextureType type, bool is_array,
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bool is_shadow);
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/// Extracts a sequence of bits from a node
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Node BitfieldExtract(Node value, u32 offset, u32 bits);
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@ -748,7 +776,8 @@ private:
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Node4 GetTexCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
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Tegra::Shader::TextureProcessMode process_mode, bool depth_compare,
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bool is_array, bool is_aoffi);
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bool is_array, bool is_aoffi,
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std::optional<Tegra::Shader::Register> bindless_reg);
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Node4 GetTexsCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
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Tegra::Shader::TextureProcessMode process_mode, bool depth_compare,
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@ -768,7 +797,8 @@ private:
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Node4 GetTextureCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
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Tegra::Shader::TextureProcessMode process_mode, std::vector<Node> coords,
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Node array, Node depth_compare, u32 bias_offset, std::vector<Node> aoffi);
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Node array, Node depth_compare, u32 bias_offset, std::vector<Node> aoffi,
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std::optional<Tegra::Shader::Register> bindless_reg);
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Node GetVideoOperand(Node op, bool is_chunk, bool is_signed, Tegra::Shader::VideoType type,
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u64 byte_height);
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