gl_rasterizer: Add samplers to compute dispatches
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@ -801,9 +801,11 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
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}
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auto kernel = shader_cache.GetComputeKernel(code_addr);
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ProgramVariant variant;
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variant.texture_buffer_usage = SetupComputeTextures(kernel);
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SetupComputeImages(kernel);
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const auto [program, next_bindings] = kernel->GetProgramHandle({});
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const auto [program, next_bindings] = kernel->GetProgramHandle(variant);
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state.draw.shader_program = program;
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state.draw.program_pipeline = 0;
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@ -818,8 +820,6 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
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SetupComputeConstBuffers(kernel);
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SetupComputeGlobalMemory(kernel);
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// TODO(Rodrigo): Bind images and samplers
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buffer_cache.Unmap();
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bind_ubo_pushbuffer.Bind();
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@ -1016,6 +1016,36 @@ TextureBufferUsage RasterizerOpenGL::SetupDrawTextures(Maxwell::ShaderStage stag
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return texture_buffer_usage;
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}
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TextureBufferUsage RasterizerOpenGL::SetupComputeTextures(const Shader& kernel) {
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MICROPROFILE_SCOPE(OpenGL_Texture);
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const auto& compute = system.GPU().KeplerCompute();
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const auto& entries = kernel->GetShaderEntries().samplers;
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ASSERT_MSG(entries.size() <= std::size(state.textures),
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"Exceeded the number of active textures.");
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TextureBufferUsage texture_buffer_usage{0};
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for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
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const auto& entry = entries[bindpoint];
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const auto texture = [&]() {
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if (!entry.IsBindless()) {
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return compute.GetTexture(entry.GetOffset());
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}
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const auto cbuf = entry.GetBindlessCBuf();
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Tegra::Texture::TextureHandle tex_handle;
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tex_handle.raw = compute.AccessConstBuffer32(cbuf.first, cbuf.second);
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return compute.GetTextureInfo(tex_handle, entry.GetOffset());
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}();
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if (SetupTexture(bindpoint, texture, entry)) {
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texture_buffer_usage.set(bindpoint);
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}
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}
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return texture_buffer_usage;
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}
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bool RasterizerOpenGL::SetupTexture(u32 binding, const Tegra::Texture::FullTextureInfo& texture,
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const GLShader::SamplerEntry& entry) {
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state.samplers[binding] = sampler_cache.GetSampler(texture.tsc);
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@ -141,6 +141,9 @@ private:
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TextureBufferUsage SetupDrawTextures(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage,
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const Shader& shader, BaseBindings base_bindings);
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/// Configures the textures used in a compute shader. Returns texture buffer usage.
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TextureBufferUsage SetupComputeTextures(const Shader& kernel);
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/// Configures a texture. Returns true when the texture is a texture buffer.
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bool SetupTexture(u32 binding, const Tegra::Texture::FullTextureInfo& texture,
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const GLShader::SamplerEntry& entry);
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