[GPU] Shader translator refactoring (mostly ALU), fixes for disassembly round trip and write masks

This commit is contained in:
Triang3l
2020-05-08 23:57:51 +03:00
parent 8f91e580f4
commit 3aa0ce3096
12 changed files with 959 additions and 765 deletions

View File

@@ -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();