shader: Simplify indexed sampler usages
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2b4cdb73b6
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1dda77d392
2 changed files with 8 additions and 20 deletions
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@ -36,6 +36,7 @@ namespace OpenGL {
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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using Tegra::Engines::ShaderType;
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using VideoCore::Surface::PixelFormat;
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using VideoCore::Surface::PixelFormat;
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using VideoCore::Surface::SurfaceTarget;
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using VideoCore::Surface::SurfaceTarget;
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using VideoCore::Surface::SurfaceType;
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using VideoCore::Surface::SurfaceType;
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@ -56,8 +57,7 @@ namespace {
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template <typename Engine, typename Entry>
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template <typename Engine, typename Entry>
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Tegra::Texture::FullTextureInfo GetTextureInfo(const Engine& engine, const Entry& entry,
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Tegra::Texture::FullTextureInfo GetTextureInfo(const Engine& engine, const Entry& entry,
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Tegra::Engines::ShaderType shader_type,
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ShaderType shader_type, std::size_t index = 0) {
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std::size_t index = 0) {
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if (entry.IsBindless()) {
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if (entry.IsBindless()) {
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const Tegra::Texture::TextureHandle tex_handle =
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const Tegra::Texture::TextureHandle tex_handle =
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engine.AccessConstBuffer32(shader_type, entry.GetBuffer(), entry.GetOffset());
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engine.AccessConstBuffer32(shader_type, entry.GetBuffer(), entry.GetOffset());
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@ -910,17 +910,12 @@ void RasterizerOpenGL::SetupDrawTextures(std::size_t stage_index, const Shader&
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const auto& maxwell3d = system.GPU().Maxwell3D();
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const auto& maxwell3d = system.GPU().Maxwell3D();
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u32 binding = device.GetBaseBindings(stage_index).sampler;
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u32 binding = device.GetBaseBindings(stage_index).sampler;
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for (const auto& entry : shader->GetShaderEntries().samplers) {
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for (const auto& entry : shader->GetShaderEntries().samplers) {
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const auto shader_type = static_cast<Tegra::Engines::ShaderType>(stage_index);
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const auto shader_type = static_cast<ShaderType>(stage_index);
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if (!entry.IsIndexed()) {
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const auto texture = GetTextureInfo(maxwell3d, entry, shader_type);
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SetupTexture(binding++, texture, entry);
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} else {
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for (std::size_t i = 0; i < entry.Size(); ++i) {
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for (std::size_t i = 0; i < entry.Size(); ++i) {
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const auto texture = GetTextureInfo(maxwell3d, entry, shader_type, i);
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const auto texture = GetTextureInfo(maxwell3d, entry, shader_type, i);
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SetupTexture(binding++, texture, entry);
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SetupTexture(binding++, texture, entry);
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}
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}
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}
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}
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}
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}
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}
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void RasterizerOpenGL::SetupComputeTextures(const Shader& kernel) {
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void RasterizerOpenGL::SetupComputeTextures(const Shader& kernel) {
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@ -928,18 +923,11 @@ void RasterizerOpenGL::SetupComputeTextures(const Shader& kernel) {
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const auto& compute = system.GPU().KeplerCompute();
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const auto& compute = system.GPU().KeplerCompute();
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u32 binding = 0;
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u32 binding = 0;
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for (const auto& entry : kernel->GetShaderEntries().samplers) {
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for (const auto& entry : kernel->GetShaderEntries().samplers) {
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if (!entry.IsIndexed()) {
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const auto texture =
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GetTextureInfo(compute, entry, Tegra::Engines::ShaderType::Compute);
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SetupTexture(binding++, texture, entry);
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} else {
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for (std::size_t i = 0; i < entry.Size(); ++i) {
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for (std::size_t i = 0; i < entry.Size(); ++i) {
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const auto texture =
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const auto texture = GetTextureInfo(compute, entry, ShaderType::Compute, i);
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GetTextureInfo(compute, entry, Tegra::Engines::ShaderType::Compute, i);
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SetupTexture(binding++, texture, entry);
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SetupTexture(binding++, texture, entry);
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}
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}
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}
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}
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}
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}
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}
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void RasterizerOpenGL::SetupTexture(u32 binding, const Tegra::Texture::FullTextureInfo& texture,
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void RasterizerOpenGL::SetupTexture(u32 binding, const Tegra::Texture::FullTextureInfo& texture,
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@ -299,7 +299,7 @@ private:
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u32 index{}; ///< Emulated index given for the this sampler.
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u32 index{}; ///< Emulated index given for the this sampler.
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u32 offset{}; ///< Offset in the const buffer from where the sampler is being read.
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u32 offset{}; ///< Offset in the const buffer from where the sampler is being read.
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u32 buffer{}; ///< Buffer where the bindless sampler is being read (unused on bound samplers).
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u32 buffer{}; ///< Buffer where the bindless sampler is being read (unused on bound samplers).
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u32 size{}; ///< Size of the sampler if indexed.
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u32 size{1}; ///< Size of the sampler.
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Tegra::Shader::TextureType type{}; ///< The type used to sample this texture (Texture2D, etc)
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Tegra::Shader::TextureType type{}; ///< The type used to sample this texture (Texture2D, etc)
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bool is_array{}; ///< Whether the texture is being sampled as an array texture or not.
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bool is_array{}; ///< Whether the texture is being sampled as an array texture or not.
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