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shader: Simplify indexed sampler usages

This commit is contained in:
ReinUsesLisp 2020-02-22 19:40:26 -03:00
parent 2b4cdb73b6
commit 1dda77d392
2 changed files with 8 additions and 20 deletions

View File

@ -36,6 +36,7 @@ namespace OpenGL {
using Maxwell = Tegra::Engines::Maxwell3D::Regs; using Maxwell = Tegra::Engines::Maxwell3D::Regs;
using Tegra::Engines::ShaderType;
using VideoCore::Surface::PixelFormat; using VideoCore::Surface::PixelFormat;
using VideoCore::Surface::SurfaceTarget; using VideoCore::Surface::SurfaceTarget;
using VideoCore::Surface::SurfaceType; using VideoCore::Surface::SurfaceType;
@ -56,8 +57,7 @@ namespace {
template <typename Engine, typename Entry> template <typename Engine, typename Entry>
Tegra::Texture::FullTextureInfo GetTextureInfo(const Engine& engine, const Entry& entry, Tegra::Texture::FullTextureInfo GetTextureInfo(const Engine& engine, const Entry& entry,
Tegra::Engines::ShaderType shader_type, ShaderType shader_type, std::size_t index = 0) {
std::size_t index = 0) {
if (entry.IsBindless()) { if (entry.IsBindless()) {
const Tegra::Texture::TextureHandle tex_handle = const Tegra::Texture::TextureHandle tex_handle =
engine.AccessConstBuffer32(shader_type, entry.GetBuffer(), entry.GetOffset()); engine.AccessConstBuffer32(shader_type, entry.GetBuffer(), entry.GetOffset());
@ -910,15 +910,10 @@ void RasterizerOpenGL::SetupDrawTextures(std::size_t stage_index, const Shader&
const auto& maxwell3d = system.GPU().Maxwell3D(); const auto& maxwell3d = system.GPU().Maxwell3D();
u32 binding = device.GetBaseBindings(stage_index).sampler; u32 binding = device.GetBaseBindings(stage_index).sampler;
for (const auto& entry : shader->GetShaderEntries().samplers) { for (const auto& entry : shader->GetShaderEntries().samplers) {
const auto shader_type = static_cast<Tegra::Engines::ShaderType>(stage_index); const auto shader_type = static_cast<ShaderType>(stage_index);
if (!entry.IsIndexed()) { for (std::size_t i = 0; i < entry.Size(); ++i) {
const auto texture = GetTextureInfo(maxwell3d, entry, shader_type); const auto texture = GetTextureInfo(maxwell3d, entry, shader_type, i);
SetupTexture(binding++, texture, entry); SetupTexture(binding++, texture, entry);
} else {
for (std::size_t i = 0; i < entry.Size(); ++i) {
const auto texture = GetTextureInfo(maxwell3d, entry, shader_type, i);
SetupTexture(binding++, texture, entry);
}
} }
} }
} }
@ -928,16 +923,9 @@ void RasterizerOpenGL::SetupComputeTextures(const Shader& kernel) {
const auto& compute = system.GPU().KeplerCompute(); const auto& compute = system.GPU().KeplerCompute();
u32 binding = 0; u32 binding = 0;
for (const auto& entry : kernel->GetShaderEntries().samplers) { for (const auto& entry : kernel->GetShaderEntries().samplers) {
if (!entry.IsIndexed()) { for (std::size_t i = 0; i < entry.Size(); ++i) {
const auto texture = const auto texture = GetTextureInfo(compute, entry, ShaderType::Compute, i);
GetTextureInfo(compute, entry, Tegra::Engines::ShaderType::Compute);
SetupTexture(binding++, texture, entry); SetupTexture(binding++, texture, entry);
} else {
for (std::size_t i = 0; i < entry.Size(); ++i) {
const auto texture =
GetTextureInfo(compute, entry, Tegra::Engines::ShaderType::Compute, i);
SetupTexture(binding++, texture, entry);
}
} }
} }
} }

View File

@ -299,7 +299,7 @@ private:
u32 index{}; ///< Emulated index given for the this sampler. u32 index{}; ///< Emulated index given for the this sampler.
u32 offset{}; ///< Offset in the const buffer from where the sampler is being read. u32 offset{}; ///< Offset in the const buffer from where the sampler is being read.
u32 buffer{}; ///< Buffer where the bindless sampler is being read (unused on bound samplers). u32 buffer{}; ///< Buffer where the bindless sampler is being read (unused on bound samplers).
u32 size{}; ///< Size of the sampler if indexed. u32 size{1}; ///< Size of the sampler.
Tegra::Shader::TextureType type{}; ///< The type used to sample this texture (Texture2D, etc) 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_array{}; ///< Whether the texture is being sampled as an array texture or not.