gl_graphics_program: Fix texture buffer bindings

This commit is contained in:
ReinUsesLisp 2021-05-23 21:24:24 -03:00 committed by ameerj
parent c721767bcc
commit 80884e3270

View file

@ -2,6 +2,7 @@
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include <algorithm>
#include <cstring> #include <cstring>
#include "common/cityhash.h" #include "common/cityhash.h"
@ -14,12 +15,24 @@
namespace OpenGL { namespace OpenGL {
namespace { namespace {
using Shader::ImageBufferDescriptor; using Shader::ImageBufferDescriptor;
using Shader::ImageDescriptor;
using Shader::TextureBufferDescriptor;
using Shader::TextureDescriptor;
using Tegra::Texture::TexturePair; using Tegra::Texture::TexturePair;
using VideoCommon::ImageId; using VideoCommon::ImageId;
constexpr u32 MAX_TEXTURES = 64; constexpr u32 MAX_TEXTURES = 64;
constexpr u32 MAX_IMAGES = 8; constexpr u32 MAX_IMAGES = 8;
template <typename Range>
u32 AccumulateCount(Range&& range) {
u32 num{};
for (const auto& desc : range) {
num += desc.count;
}
return num;
}
/// Translates hardware transform feedback indices /// Translates hardware transform feedback indices
/// @param location Hardware location /// @param location Hardware location
/// @return Pair of ARB_transform_feedback3 token stream first and third arguments /// @return Pair of ARB_transform_feedback3 token stream first and third arguments
@ -77,30 +90,25 @@ GraphicsProgram::GraphicsProgram(TextureCache& texture_cache_, BufferCache& buff
} }
u32 num_textures{}; u32 num_textures{};
u32 num_images{}; u32 num_images{};
for (size_t stage = 0; stage < base_uniform_bindings.size() - 1; ++stage) { for (size_t stage = 0; stage < base_uniform_bindings.size(); ++stage) {
const auto& info{stage_infos[stage]}; const auto& info{stage_infos[stage]};
base_uniform_bindings[stage + 1] = base_uniform_bindings[stage]; if (stage < 4) {
base_storage_bindings[stage + 1] = base_storage_bindings[stage]; base_uniform_bindings[stage + 1] = base_uniform_bindings[stage];
for (const auto& desc : info.constant_buffer_descriptors) { base_storage_bindings[stage + 1] = base_storage_bindings[stage];
base_uniform_bindings[stage + 1] += desc.count;
} base_uniform_bindings[stage + 1] += AccumulateCount(info.constant_buffer_descriptors);
for (const auto& desc : info.storage_buffers_descriptors) { base_storage_bindings[stage + 1] += AccumulateCount(info.storage_buffers_descriptors);
base_storage_bindings[stage + 1] += desc.count;
}
for (const auto& desc : info.texture_buffer_descriptors) {
num_texture_buffers[stage] += desc.count;
num_textures += desc.count;
}
for (const auto& desc : info.image_buffer_descriptors) {
num_image_buffers[stage] += desc.count;
num_images += desc.count;
}
for (const auto& desc : info.texture_descriptors) {
num_textures += desc.count;
}
for (const auto& desc : info.image_descriptors) {
num_images += desc.count;
} }
const u32 num_tex_buffer_bindings{AccumulateCount(info.texture_buffer_descriptors)};
num_texture_buffers[stage] += num_tex_buffer_bindings;
num_textures += num_tex_buffer_bindings;
const u32 num_img_buffers_bindings{AccumulateCount(info.image_buffer_descriptors)};
num_image_buffers[stage] += num_img_buffers_bindings;
num_images += num_img_buffers_bindings;
num_textures += AccumulateCount(info.texture_descriptors);
num_images += AccumulateCount(info.image_descriptors);
} }
ASSERT(num_textures <= MAX_TEXTURES); ASSERT(num_textures <= MAX_TEXTURES);
ASSERT(num_images <= MAX_IMAGES); ASSERT(num_images <= MAX_IMAGES);
@ -151,8 +159,8 @@ void GraphicsProgram::Configure(bool is_indexed) {
const u32 index_offset{index << desc.size_shift}; const u32 index_offset{index << desc.size_shift};
const u32 offset{desc.cbuf_offset + index_offset}; const u32 offset{desc.cbuf_offset + index_offset};
const GPUVAddr addr{cbufs[desc.cbuf_index].address + offset}; const GPUVAddr addr{cbufs[desc.cbuf_index].address + offset};
if constexpr (std::is_same_v<decltype(desc), const Shader::TextureDescriptor&> || if constexpr (std::is_same_v<decltype(desc), const TextureDescriptor&> ||
std::is_same_v<decltype(desc), const Shader::TextureBufferDescriptor&>) { std::is_same_v<decltype(desc), const TextureBufferDescriptor&>) {
if (desc.has_secondary) { if (desc.has_secondary) {
ASSERT(cbufs[desc.secondary_cbuf_index].enabled); ASSERT(cbufs[desc.secondary_cbuf_index].enabled);
const u32 second_offset{desc.secondary_cbuf_offset + index_offset}; const u32 second_offset{desc.secondary_cbuf_offset + index_offset};
@ -297,6 +305,9 @@ void GraphicsProgram::Configure(bool is_indexed) {
texture_binding += num_texture_buffers[stage]; texture_binding += num_texture_buffers[stage];
image_binding += num_image_buffers[stage]; image_binding += num_image_buffers[stage];
views_it += num_texture_buffers[stage];
views_it += num_image_buffers[stage];
const auto& info{stage_infos[stage]}; const auto& info{stage_infos[stage]};
for (const auto& desc : info.texture_descriptors) { for (const auto& desc : info.texture_descriptors) {
for (u32 index = 0; index < desc.count; ++index) { for (u32 index = 0; index < desc.count; ++index) {