shader: Implement indexed attributes

This commit is contained in:
FernandoS27 2021-04-04 06:47:14 +02:00 committed by ameerj
parent a7f5231caf
commit 1fe6a22cff
12 changed files with 279 additions and 35 deletions

View file

@ -2,6 +2,7 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/environment.h"
#include "shader_recompiler/frontend/ir/microinstruction.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
#include "shader_recompiler/frontend/ir/program.h"
@ -323,6 +324,12 @@ void VisitUsages(Info& info, IR::Inst& inst) {
case IR::Opcode::SetAttribute:
SetAttribute(info, inst.Arg(0).Attribute());
break;
case IR::Opcode::GetAttributeIndexed:
info.loads_indexed_attributes = true;
break;
case IR::Opcode::SetAttributeIndexed:
info.stores_indexed_attributes = true;
break;
case IR::Opcode::SetFragColor:
info.stores_frag_color[inst.Arg(0).U32()] = true;
break;
@ -502,15 +509,42 @@ void Visit(Info& info, IR::Inst& inst) {
VisitUsages(info, inst);
VisitFpModifiers(info, inst);
}
void GatherInfoFromHeader(Environment& env, Info& info) {
auto stage = env.ShaderStage();
if (stage == Stage::Compute) {
return;
}
const auto& header = env.SPH();
if (stage == Stage::Fragment) {
for (size_t i = 0; i < info.input_generics.size(); i++) {
info.input_generics[i].used =
info.input_generics[i].used || header.ps.IsGenericVectorActive(i);
}
return;
}
for (size_t i = 0; i < info.input_generics.size(); i++) {
info.input_generics[i].used =
info.input_generics[i].used || header.vtg.IsInputGenericVectorActive(i);
}
for (size_t i = 0; i < info.stores_generics.size(); i++) {
info.stores_generics[i] =
info.stores_generics[i] || header.vtg.IsOutputGenericVectorActive(i);
}
info.stores_clip_distance =
info.stores_clip_distance || header.vtg.omap_systemc.clip_distances != 0;
}
} // Anonymous namespace
void CollectShaderInfoPass(IR::Program& program) {
void CollectShaderInfoPass(Environment& env, IR::Program& program) {
Info& info{program.info};
for (IR::Block* const block : program.post_order_blocks) {
for (IR::Inst& inst : block->Instructions()) {
Visit(info, inst);
}
}
GatherInfoFromHeader(env, info);
}
} // namespace Shader::Optimization