[GPU] Shader translator refactoring (mostly ALU), fixes for disassembly round trip and write masks
This commit is contained in:
@@ -2961,6 +2961,14 @@ bool D3D12CommandProcessor::UpdateBindings(
|
||||
(!samplers_written_pixel_ ||
|
||||
current_samplers_hash_pixel_ != samplers_hash_pixel);
|
||||
|
||||
// These are the constant base addresses/ranges for shaders.
|
||||
// We have these hardcoded right now cause nothing seems to differ on the Xbox
|
||||
// 360 (however, OpenGL ES on Adreno 200 on Android has different ranges).
|
||||
assert_true(regs[XE_GPU_REG_SQ_VS_CONST].u32 == 0x000FF000 ||
|
||||
regs[XE_GPU_REG_SQ_VS_CONST].u32 == 0x00000000);
|
||||
assert_true(regs[XE_GPU_REG_SQ_PS_CONST].u32 == 0x000FF100 ||
|
||||
regs[XE_GPU_REG_SQ_PS_CONST].u32 == 0x00000000);
|
||||
|
||||
// Check if the float constant layout is still the same and get the counts.
|
||||
const Shader::ConstantRegisterMap& float_constant_map_vertex =
|
||||
vertex_shader->constant_register_map();
|
||||
|
||||
@@ -809,14 +809,6 @@ bool PipelineCache::EnsureShadersTranslated(
|
||||
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
|
||||
Shader::HostVertexShaderType host_vertex_shader_type) {
|
||||
auto& regs = *register_file_;
|
||||
|
||||
// These are the constant base addresses/ranges for shaders.
|
||||
// We have these hardcoded right now cause nothing seems to differ.
|
||||
assert_true(regs[XE_GPU_REG_SQ_VS_CONST].u32 == 0x000FF000 ||
|
||||
regs[XE_GPU_REG_SQ_VS_CONST].u32 == 0x00000000);
|
||||
assert_true(regs[XE_GPU_REG_SQ_PS_CONST].u32 == 0x000FF100 ||
|
||||
regs[XE_GPU_REG_SQ_PS_CONST].u32 == 0x00000000);
|
||||
|
||||
auto sq_program_cntl = regs.Get<reg::SQ_PROGRAM_CNTL>();
|
||||
|
||||
// Edge flags are not supported yet (because polygon primitives are not).
|
||||
|
||||
Reference in New Issue
Block a user