Replace constant buffer access on shader with new Load instruction (#4646)

This commit is contained in:
gdkchan
2023-05-20 16:19:26 -03:00
committed by GitHub
parent fb27042e01
commit 402f05b8ef
42 changed files with 788 additions and 625 deletions

View File

@@ -63,7 +63,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
if (context.Config.Stage == ShaderStage.Vertex)
{
var scaleCountPointerType = context.TypePointer(StorageClass.Uniform, context.TypeS32());
var scaleCountElemPointer = context.AccessChain(scaleCountPointerType, context.SupportBuffer, context.Constant(context.TypeU32(), 3));
var scaleCountElemPointer = context.AccessChain(scaleCountPointerType, context.ConstantBuffers[0], context.Constant(context.TypeU32(), 3));
var scaleCount = context.Load(context.TypeS32(), scaleCountElemPointer);
scaleIndex = context.IAdd(context.TypeU32(), scaleIndex, scaleCount);
@@ -71,7 +71,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
scaleIndex = context.IAdd(context.TypeU32(), scaleIndex, context.Constant(context.TypeU32(), 1));
var scaleElemPointer = context.AccessChain(pointerType, context.SupportBuffer, fieldIndex, scaleIndex);
var scaleElemPointer = context.AccessChain(pointerType, context.ConstantBuffers[0], fieldIndex, scaleIndex);
var scale = context.Load(context.TypeFP32(), scaleElemPointer);
var ivector2Type = context.TypeVector(context.TypeS32(), 2);
@@ -201,7 +201,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
if (context.Config.Stage == ShaderStage.Vertex)
{
var scaleCountPointerType = context.TypePointer(StorageClass.Uniform, context.TypeS32());
var scaleCountElemPointer = context.AccessChain(scaleCountPointerType, context.SupportBuffer, context.Constant(context.TypeU32(), 3));
var scaleCountElemPointer = context.AccessChain(scaleCountPointerType, context.ConstantBuffers[0], context.Constant(context.TypeU32(), 3));
var scaleCount = context.Load(context.TypeS32(), scaleCountElemPointer);
scaleIndex = context.IAdd(context.TypeU32(), scaleIndex, scaleCount);
@@ -209,7 +209,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
scaleIndex = context.IAdd(context.TypeU32(), scaleIndex, context.Constant(context.TypeU32(), 1));
var scaleElemPointer = context.AccessChain(pointerType, context.SupportBuffer, fieldIndex, scaleIndex);
var scaleElemPointer = context.AccessChain(pointerType, context.ConstantBuffers[0], fieldIndex, scaleIndex);
var scale = context.GlslFAbs(context.TypeFP32(), context.Load(context.TypeFP32(), scaleElemPointer));
var passthrough = context.FOrdEqual(context.TypeBool(), scale, context.Constant(context.TypeFP32(), 1f));