Simplify shader uniform buffer access codegen

This commit is contained in:
gdk 2019-11-24 14:20:48 -03:00 committed by Thog
parent 16d88c21fc
commit 1df78e7ad6
3 changed files with 18 additions and 25 deletions

View file

@ -206,13 +206,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
context.CBufferDescriptors.Add(new BufferDescriptor(ubName, cbufSlot));
context.AppendLine("layout (std140) uniform " + ubName);
context.AppendLine("uniform " + ubName);
context.EnterScope();
string ubSize = "[" + NumberFormatter.FormatInt(Constants.ConstantBufferSize / 16) + "]";
string ubSize = "[" + NumberFormatter.FormatInt(Constants.ConstantBufferSize / 4) + "]";
context.AppendLine("vec4 " + OperandManager.GetUbName(context.Config.Stage, cbufSlot) + ubSize + ";");
context.AppendLine("precise float " + OperandManager.GetUbName(context.Config.Stage, cbufSlot) + ubSize + ";");
context.LeaveScope(";");
}

View file

@ -116,7 +116,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
offsetExpr = Enclose(offsetExpr, src2, Instruction.ShiftRightS32, isLhs: true);
return OperandManager.GetConstantBufferName(src1, offsetExpr, context.Config.Stage);
// TODO: For now this is assumed to be constant
// (we only use constant slots right now), but we should also
// support non-constant values, necessary for full LDC implementation.
int slot = ((AstOperand)src1).Value;
return OperandManager.GetUniformBufferAccessor(slot, offsetExpr, context.Config.Stage);
}
public static string LoadGlobal(CodeGenContext context, AstOperation operation)
@ -503,7 +508,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
// restrictions.
int ubOffset = GlobalToStorage.GetStorageCbOffset(stage, slot);
string ubName = OperandManager.GetConstantBufferName(0, ubOffset, stage);
string ubName = OperandManager.GetUniformBufferAccessor(0, ubOffset, stage);
offsetExpr = $"{offsetExpr} - int((floatBitsToUint({ubName}) & {mask}) >> 2)";

View file

@ -93,7 +93,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
return NumberFormatter.FormatInt(operand.Value);
case OperandType.ConstantBuffer:
return GetConstantBufferName(operand.CbufSlot, operand.CbufOffset, stage);
return GetUniformBufferAccessor(operand.CbufSlot, operand.CbufOffset, stage);
case OperandType.LocalVariable:
return _locals[operand];
@ -105,28 +105,16 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
throw new ArgumentException($"Invalid operand type \"{operand.Type}\".");
}
public static string GetConstantBufferName(int slot, int offset, ShaderStage stage)
public static string GetUniformBufferAccessor(int slot, int offset, ShaderStage stage)
{
return GetUniformBufferAccessor(slot, NumberFormatter.FormatInt(offset), stage);
}
public static string GetUniformBufferAccessor(int slot, string offsetExpr, ShaderStage stage)
{
string ubName = GetUbName(stage, slot);
ubName += "[" + (offset >> 2) + "]";
return ubName + "." + GetSwizzleMask(offset & 3);
}
public static string GetConstantBufferName(IAstNode slot, string offsetExpr, ShaderStage stage)
{
// Non-constant slots are not supported.
// It is expected that upstream stages are never going to generate non-constant
// slot access.
AstOperand operand = (AstOperand)slot;
string ubName = GetUbName(stage, operand.Value);
string index0 = "[" + offsetExpr + " >> 2]";
string index1 = "[" + offsetExpr + " & 3]";
return ubName + index0 + index1;
return $"{ubName}[{offsetExpr}]";
}
public static string GetOutAttributeName(AstOperand attr, ShaderStage stage)