[GPU] Detect dynamic temp indexing before translating shaders

This commit is contained in:
Triang3l
2018-08-31 20:06:53 +03:00
parent 8c314072c8
commit dad10c30e9
2 changed files with 61 additions and 21 deletions

View File

@@ -143,10 +143,9 @@ class ShaderTranslator {
void AppendUcodeDisasmFormat(const char* format, ...);
bool TranslateBlocks();
void GatherBindingInformation(const ucode::ControlFlowInstruction& cf);
void GatherVertexBindingInformation(const ucode::VertexFetchInstruction& op);
void GatherTextureBindingInformation(
const ucode::TextureFetchInstruction& op);
void GatherInstructionInformation(const ucode::ControlFlowInstruction& cf);
void GatherVertexFetchInformation(const ucode::VertexFetchInstruction& op);
void GatherTextureFetchInformation(const ucode::TextureFetchInstruction& op);
void TranslateControlFlowInstruction(const ucode::ControlFlowInstruction& cf);
void TranslateControlFlowNop(const ucode::ControlFlowInstruction& cf);
void TranslateControlFlowExec(const ucode::ControlFlowExecInstruction& cf);
@@ -216,6 +215,7 @@ class ShaderTranslator {
uint32_t unique_texture_bindings_ = 0;
Shader::ConstantRegisterMap constant_register_map_ = {0};
bool uses_register_relative_addressing_ = false;
bool writes_color_targets_[4] = {false, false, false, false};
static const AluOpcodeInfo alu_vector_opcode_infos_[0x20];