GPU: Rewrite/rephrase some confusing shader translator code
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@ -257,14 +257,12 @@ void ShaderTranslator::GatherBindingInformation(
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// Gather up color targets written to.
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// Gather up color targets written to.
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auto& op = *reinterpret_cast<const AluInstruction*>(ucode_dwords_ +
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auto& op = *reinterpret_cast<const AluInstruction*>(ucode_dwords_ +
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instr_offset * 3);
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instr_offset * 3);
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if (op.has_vector_op() && op.is_export()) {
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if (op.is_export()) {
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if (op.vector_dest() <= 3) {
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if (op.has_vector_op() && op.vector_dest() <= 3) {
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writes_color_targets_[op.vector_dest()] = true;
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writes_color_targets_[op.vector_dest()] = true;
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}
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}
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}
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if (op.has_scalar_op() && op.scalar_dest() <= 3) {
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if (op.has_scalar_op() && op.is_export()) {
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writes_color_targets_[op.scalar_dest()] = true;
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if (op.vector_dest() <= 3) {
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writes_color_targets_[op.vector_dest()] = true;
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}
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}
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}
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}
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}
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}
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@ -1321,8 +1319,9 @@ void ShaderTranslator::ParseAluScalarInstruction(
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uint32_t src3_swizzle = op.src_swizzle(3);
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uint32_t src3_swizzle = op.src_swizzle(3);
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uint32_t swiz_a = ((src3_swizzle >> 6) + 3) & 0x3;
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uint32_t swiz_a = ((src3_swizzle >> 6) + 3) & 0x3;
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uint32_t swiz_b = ((src3_swizzle >> 0) + 0) & 0x3;
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uint32_t swiz_b = ((src3_swizzle >> 0) + 0) & 0x3;
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uint32_t reg2 = (static_cast<int>(op.scalar_opcode()) & 1) |
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uint32_t reg2 = (src3_swizzle & 0x3C) | (op.src_is_temp(3) << 1) |
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(src3_swizzle & 0x3C) | (op.src_is_temp(3) << 1);
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(static_cast<int>(op.scalar_opcode()) & 1);
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int const_slot = (op.src_is_temp(1) || op.src_is_temp(2)) ? 1 : 0;
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int const_slot = (op.src_is_temp(1) || op.src_is_temp(2)) ? 1 : 0;
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ParseAluInstructionOperandSpecial(
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ParseAluInstructionOperandSpecial(
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@ -243,6 +243,7 @@ void SpirvShaderTranslator::StartTranslation() {
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attrib_type = is_signed ? vec2_int_type_ : vec2_uint_type_;
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attrib_type = is_signed ? vec2_int_type_ : vec2_uint_type_;
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break;
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break;
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}
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}
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// Intentionally fall through to float type.
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case VertexFormat::k_16_16_FLOAT:
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case VertexFormat::k_16_16_FLOAT:
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case VertexFormat::k_32_32_FLOAT:
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case VertexFormat::k_32_32_FLOAT:
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attrib_type = vec2_float_type_;
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attrib_type = vec2_float_type_;
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@ -260,6 +261,7 @@ void SpirvShaderTranslator::StartTranslation() {
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attrib_type = is_signed ? vec4_int_type_ : vec4_uint_type_;
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attrib_type = is_signed ? vec4_int_type_ : vec4_uint_type_;
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break;
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break;
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}
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}
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// Intentionally fall through to float type.
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case VertexFormat::k_16_16_16_16_FLOAT:
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case VertexFormat::k_16_16_16_16_FLOAT:
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case VertexFormat::k_32_32_32_32_FLOAT:
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case VertexFormat::k_32_32_32_32_FLOAT:
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attrib_type = vec4_float_type_;
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attrib_type = vec4_float_type_;
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