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glasm: Support textures used in more than one stage
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3d3ed53511
commit
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4 changed files with 25 additions and 5 deletions
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@ -4,6 +4,7 @@
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#include <string_view>
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/frontend/ir/program.h"
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@ -22,7 +23,7 @@ std::string_view InterpDecorator(Interpolation interp) {
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}
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} // Anonymous namespace
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EmitContext::EmitContext(IR::Program& program) {
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EmitContext::EmitContext(IR::Program& program, Bindings& bindings) : info{program.info} {
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// FIXME: Temporary partial implementation
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u32 cbuf_index{};
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for (const auto& desc : program.info.constant_buffer_descriptors) {
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@ -79,6 +80,13 @@ EmitContext::EmitContext(IR::Program& program) {
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Add("OUTPUT out_attr{}[]={{result.attrib[{}..{}]}};", index, index, index);
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}
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}
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const size_t num_textures{program.info.texture_descriptors.size()};
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texture_bindings.resize(num_textures);
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for (size_t index = 0; index < num_textures; ++index) {
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const auto& desc{program.info.texture_descriptors[index]};
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texture_bindings[index] = bindings.texture;
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bindings.texture += desc.count;
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}
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}
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} // namespace Shader::Backend::GLASM
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@ -6,11 +6,20 @@
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#include <string>
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#include <utility>
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#include <vector>
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#include <fmt/format.h>
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#include "shader_recompiler/backend/glasm/reg_alloc.h"
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namespace Shader {
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struct Info;
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}
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namespace Shader::Backend {
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struct Bindings;
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}
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namespace Shader::IR {
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class Inst;
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struct Program;
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@ -20,7 +29,7 @@ namespace Shader::Backend::GLASM {
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class EmitContext {
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public:
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explicit EmitContext(IR::Program& program);
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explicit EmitContext(IR::Program& program, Bindings& bindings);
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template <typename... Args>
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void Add(const char* format_str, IR::Inst& inst, Args&&... args) {
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@ -45,6 +54,9 @@ public:
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std::string code;
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RegAlloc reg_alloc{*this};
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const Info& info;
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std::vector<u32> texture_bindings;
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std::string_view stage_name = "invalid";
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};
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@ -312,8 +312,8 @@ std::string_view StageHeader(Stage stage) {
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}
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} // Anonymous namespace
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std::string EmitGLASM(const Profile&, IR::Program& program, Bindings&) {
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EmitContext ctx{program};
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std::string EmitGLASM(const Profile&, IR::Program& program, Bindings& bindings) {
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EmitContext ctx{program, bindings};
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Precolor(ctx, program);
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EmitCode(ctx, program);
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std::string header{StageHeader(program.stage)};
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@ -302,7 +302,7 @@ std::unique_ptr<GraphicsProgram> ShaderCache::CreateGraphicsProgram(
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const size_t stage_index{index - 1};
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infos[stage_index] = &program.info;
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if (device.UseAssemblyShaders()) {
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const std::string code{EmitGLASM(profile, program)};
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const std::string code{EmitGLASM(profile, program, binding)};
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assembly_programs[stage_index] = CompileProgram(code, AssemblyStage(stage_index));
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} else {
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const std::vector<u32> code{EmitSPIRV(profile, program, binding)};
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