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shader_ir/memory: Implement physical input attributes
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@ -469,6 +469,9 @@ public:
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Node buffer = {})
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: buffer{buffer}, index{index}, element{element} {}
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explicit constexpr AbufNode(Node physical_address, Node buffer = {})
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: physical_address{physical_address}, buffer{buffer} {}
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Tegra::Shader::Attribute::Index GetIndex() const {
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return index;
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}
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@ -481,10 +484,19 @@ public:
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return buffer;
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}
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bool IsPhysicalBuffer() const {
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return physical_address != nullptr;
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}
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Node GetPhysicalAddress() const {
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return physical_address;
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}
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private:
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const Node buffer;
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const Tegra::Shader::Attribute::Index index;
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const u32 element;
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Node physical_address{};
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Node buffer{};
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Tegra::Shader::Attribute::Index index{};
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u32 element{};
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};
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/// Constant buffer node, usually mapped to uniform buffers in GLSL
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@ -691,6 +703,8 @@ private:
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Node GetPredicate(bool immediate);
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/// Generates a node representing an input attribute. Keeps track of used attributes.
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Node GetInputAttribute(Tegra::Shader::Attribute::Index index, u64 element, Node buffer = {});
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/// Generates a node representing a physical input attribute.
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Node GetPhysicalInputAttribute(Tegra::Shader::Register physical_address, Node buffer = {});
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/// Generates a node representing an output attribute. Keeps track of used attributes.
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Node GetOutputAttribute(Tegra::Shader::Attribute::Index index, u64 element, Node buffer);
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/// Generates a node representing an internal flag
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