[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

@@ -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).