5b2b6d594c
Games using D3D idioms can join images and samplers when a shader executes, instead of baking them into a combined sampler image. This is also possible on Vulkan. One approach to this solution would be to use separate samplers on Vulkan and leave this unimplemented on OpenGL, but we can't do this because there's no consistent way of determining which constant buffer holds a sampler and which one an image. We could in theory find the first bit and if it's in the TIC area, it's an image; but this falls apart when an image or sampler handle use an index of zero. The used approach is to track for a LOP.OR operation (this is done at an IR level, not at an ISA level), track again the constant buffers used as source and store this pair. Then, outside of shader execution, join the sample and image pair with a bitwise or operation. This approach won't work on games that truly use separate samplers in a meaningful way. For example, pooling textures in a 2D array and determining at runtime what sampler to use. This invalidates OpenGL's disk shader cache :) - Used mostly by D3D ports to Switch
72 lines
2.2 KiB
C++
72 lines
2.2 KiB
C++
// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <string>
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#include <tuple>
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#include <type_traits>
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#include <utility>
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#include <vector>
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#include "common/common_types.h"
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#include "video_core/shader/node.h"
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namespace VideoCommon::Shader {
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/// This arithmetic operation cannot be constraint
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inline constexpr MetaArithmetic PRECISE = {true};
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/// This arithmetic operation can be optimized away
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inline constexpr MetaArithmetic NO_PRECISE = {false};
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/// Creates a conditional node
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Node Conditional(Node condition, std::vector<Node> code);
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/// Creates a commentary node
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Node Comment(std::string text);
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/// Creates an u32 immediate
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Node Immediate(u32 value);
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/// Creates a s32 immediate
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Node Immediate(s32 value);
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/// Creates a f32 immediate
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Node Immediate(f32 value);
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/// Converts an signed operation code to an unsigned operation code
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OperationCode SignedToUnsignedCode(OperationCode operation_code, bool is_signed);
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template <typename T, typename... Args>
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Node MakeNode(Args&&... args) {
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static_assert(std::is_convertible_v<T, NodeData>);
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return std::make_shared<NodeData>(T(std::forward<Args>(args)...));
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}
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template <typename T, typename... Args>
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TrackSampler MakeTrackSampler(Args&&... args) {
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static_assert(std::is_convertible_v<T, TrackSamplerData>);
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return std::make_shared<TrackSamplerData>(T{std::forward<Args>(args)...});
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}
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template <typename... Args>
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Node Operation(OperationCode code, Args&&... args) {
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if constexpr (sizeof...(args) == 0) {
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return MakeNode<OperationNode>(code);
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} else if constexpr (std::is_convertible_v<std::tuple_element_t<0, std::tuple<Args...>>,
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Meta>) {
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return MakeNode<OperationNode>(code, std::forward<Args>(args)...);
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} else {
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return MakeNode<OperationNode>(code, Meta{}, std::forward<Args>(args)...);
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}
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}
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template <typename... Args>
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Node SignedOperation(OperationCode code, bool is_signed, Args&&... args) {
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return Operation(SignedToUnsignedCode(code, is_signed), std::forward<Args>(args)...);
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}
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} // namespace VideoCommon::Shader
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