mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-12-25 16:30:04 +00:00
emit_glsl_image: Use immediate offsets when possible
This commit is contained in:
parent
0a0b0a73d8
commit
d12f2b8ccf
@ -78,6 +78,28 @@ std::string ShadowSamplerVecCast(TextureType type) {
|
||||
}
|
||||
}
|
||||
|
||||
std::string GetOffsetVec(EmitContext& ctx, const IR::Value& offset) {
|
||||
if (offset.IsImmediate()) {
|
||||
return fmt::format("int({})", offset.U32());
|
||||
}
|
||||
IR::Inst* const inst{offset.InstRecursive()};
|
||||
if (inst->AreAllArgsImmediates()) {
|
||||
switch (inst->GetOpcode()) {
|
||||
case IR::Opcode::CompositeConstructU32x2:
|
||||
return fmt::format("ivec2({},{})", inst->Arg(0).U32(), inst->Arg(1).U32());
|
||||
case IR::Opcode::CompositeConstructU32x3:
|
||||
return fmt::format("ivec3({},{},{})", inst->Arg(0).U32(), inst->Arg(1).U32(),
|
||||
inst->Arg(2).U32());
|
||||
case IR::Opcode::CompositeConstructU32x4:
|
||||
return fmt::format("ivec4({},{},{},{})", inst->Arg(0).U32(), inst->Arg(1).U32(),
|
||||
inst->Arg(2).U32(), inst->Arg(3).U32());
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
return ctx.var_alloc.Consume(offset);
|
||||
}
|
||||
|
||||
std::string PtpOffsets(const IR::Value& offset, const IR::Value& offset2) {
|
||||
const std::array values{offset.InstRecursive(), offset2.InstRecursive()};
|
||||
if (!values[0]->AreAllArgsImmediates() || !values[1]->AreAllArgsImmediates()) {
|
||||
@ -119,7 +141,7 @@ void EmitImageSampleImplicitLod([[maybe_unused]] EmitContext& ctx, [[maybe_unuse
|
||||
const auto sparse_inst{PrepareSparse(inst)};
|
||||
if (!sparse_inst) {
|
||||
if (!offset.IsEmpty()) {
|
||||
const auto offset_str{CastToIntVec(ctx.var_alloc.Consume(offset), info)};
|
||||
const auto offset_str{GetOffsetVec(ctx, offset)};
|
||||
if (ctx.stage == Stage::Fragment) {
|
||||
ctx.Add("{}=textureOffset({},{},{}{});", texel, texture, coords, offset_str, bias);
|
||||
} else {
|
||||
@ -137,8 +159,7 @@ void EmitImageSampleImplicitLod([[maybe_unused]] EmitContext& ctx, [[maybe_unuse
|
||||
// TODO: Query sparseTexels extension support
|
||||
if (!offset.IsEmpty()) {
|
||||
ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureOffsetARB({},{},{},{}{}));",
|
||||
*sparse_inst, texture, coords, CastToIntVec(ctx.var_alloc.Consume(offset), info),
|
||||
texel, bias);
|
||||
*sparse_inst, texture, coords, GetOffsetVec(ctx, offset), texel, bias);
|
||||
} else {
|
||||
ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureARB({},{},{}{}));", *sparse_inst,
|
||||
texture, coords, texel, bias);
|
||||
@ -163,7 +184,7 @@ void EmitImageSampleExplicitLod([[maybe_unused]] EmitContext& ctx, [[maybe_unuse
|
||||
if (!sparse_inst) {
|
||||
if (!offset.IsEmpty()) {
|
||||
ctx.Add("{}=textureLodOffset({},{},{},{});", texel, texture, coords, lod_lc,
|
||||
CastToIntVec(ctx.var_alloc.Consume(offset), info));
|
||||
GetOffsetVec(ctx, offset));
|
||||
} else {
|
||||
ctx.Add("{}=textureLod({},{},{});", texel, texture, coords, lod_lc);
|
||||
}
|
||||
@ -173,7 +194,7 @@ void EmitImageSampleExplicitLod([[maybe_unused]] EmitContext& ctx, [[maybe_unuse
|
||||
if (!offset.IsEmpty()) {
|
||||
ctx.AddU1("{}=sparseTexelsResidentARB(sparseTexelFetchOffsetARB({},{},int({}),{},{}));",
|
||||
*sparse_inst, texture, CastToIntVec(coords, info), lod_lc,
|
||||
CastToIntVec(ctx.var_alloc.Consume(offset), info), texel);
|
||||
GetOffsetVec(ctx, offset), texel);
|
||||
} else {
|
||||
ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureLodARB({},{},{},{}));", *sparse_inst,
|
||||
texture, coords, lod_lc, texel);
|
||||
@ -202,7 +223,7 @@ void EmitImageSampleDrefImplicitLod([[maybe_unused]] EmitContext& ctx,
|
||||
const auto bias{info.has_bias ? fmt::format(",{}", bias_lc) : ""};
|
||||
const auto cast{ShadowSamplerVecCast(info.type)};
|
||||
if (!offset.IsEmpty()) {
|
||||
const auto offset_str{CastToIntVec(ctx.var_alloc.Consume(offset), info)};
|
||||
const auto offset_str{GetOffsetVec(ctx, offset)};
|
||||
if (ctx.stage == Stage::Fragment) {
|
||||
ctx.AddF32("{}=textureOffset({},{}({},{}),{}{});", inst, texture, cast, coords, dref,
|
||||
offset_str, bias);
|
||||
@ -244,7 +265,7 @@ void EmitImageSampleDrefExplicitLod([[maybe_unused]] EmitContext& ctx,
|
||||
const auto texture{Texture(ctx, info, index)};
|
||||
const auto cast{ShadowSamplerVecCast(info.type)};
|
||||
if (!offset.IsEmpty()) {
|
||||
const auto offset_str{CastToIntVec(ctx.var_alloc.Consume(offset), info)};
|
||||
const auto offset_str{GetOffsetVec(ctx, offset)};
|
||||
if (info.type == TextureType::ColorArrayCube) {
|
||||
ctx.AddF32("{}=textureLodOffset({},{},{},{},{});", inst, texture, coords, dref, lod_lc,
|
||||
offset_str);
|
||||
@ -279,7 +300,7 @@ void EmitImageGather([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Ins
|
||||
}
|
||||
if (offset2.IsEmpty()) {
|
||||
ctx.Add("{}=textureGatherOffset({},{},{},int({}));", texel, texture, coords,
|
||||
CastToIntVec(ctx.var_alloc.Consume(offset), info), info.gather_component);
|
||||
GetOffsetVec(ctx, offset), info.gather_component);
|
||||
return;
|
||||
}
|
||||
// PTP
|
||||
@ -295,8 +316,8 @@ void EmitImageGather([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Ins
|
||||
}
|
||||
if (offset2.IsEmpty()) {
|
||||
ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureGatherOffsetARB({},{},{},{},int({})));",
|
||||
*sparse_inst, texture, CastToIntVec(coords, info),
|
||||
CastToIntVec(ctx.var_alloc.Consume(offset), info), texel, info.gather_component);
|
||||
*sparse_inst, texture, CastToIntVec(coords, info), GetOffsetVec(ctx, offset),
|
||||
texel, info.gather_component);
|
||||
}
|
||||
// PTP
|
||||
const auto offsets{PtpOffsets(offset, offset2)};
|
||||
@ -322,7 +343,7 @@ void EmitImageGatherDref([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR:
|
||||
}
|
||||
if (offset2.IsEmpty()) {
|
||||
ctx.Add("{}=textureGatherOffset({},{},{},{});", texel, texture, coords, dref,
|
||||
CastToIntVec(ctx.var_alloc.Consume(offset), info));
|
||||
GetOffsetVec(ctx, offset));
|
||||
return;
|
||||
}
|
||||
// PTP
|
||||
@ -338,7 +359,7 @@ void EmitImageGatherDref([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR:
|
||||
if (offset2.IsEmpty()) {
|
||||
ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureGatherOffsetARB({},{},{},,{},{}));",
|
||||
*sparse_inst, texture, CastToIntVec(coords, info), dref,
|
||||
CastToIntVec(ctx.var_alloc.Consume(offset), info), texel);
|
||||
GetOffsetVec(ctx, offset), texel);
|
||||
}
|
||||
// PTP
|
||||
const auto offsets{PtpOffsets(offset, offset2)};
|
||||
|
Loading…
Reference in New Issue
Block a user