Move shader resource descriptor creation out of the backend (#2290)

* Move shader resource descriptor creation out of the backend

* Remove now unused code, and other nits

* Shader cache version bump

* Nits

* Set format for bindless image load/store

* Fix buffer write flag
This commit is contained in:
gdkchan 2021-05-19 18:15:26 -03:00 committed by GitHub
parent b5c72b44de
commit 49745cfa37
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GPG key ID: 4AEE18F83AFDEB23
25 changed files with 565 additions and 516 deletions

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@ -53,6 +53,36 @@ namespace Ryujinx.Graphics.Shader.Translation
_operations.Add(operation);
}
public TextureOperation CreateTextureOperation(
Instruction inst,
SamplerType type,
TextureFlags flags,
int handle,
int compIndex,
Operand dest,
params Operand[] sources)
{
return CreateTextureOperation(inst, type, TextureFormat.Unknown, flags, handle, compIndex, dest, sources);
}
public TextureOperation CreateTextureOperation(
Instruction inst,
SamplerType type,
TextureFormat format,
TextureFlags flags,
int handle,
int compIndex,
Operand dest,
params Operand[] sources)
{
if (!flags.HasFlag(TextureFlags.Bindless))
{
Config.SetUsedTexture(inst, type, format, flags, TextureOperation.DefaultCbufSlot, handle);
}
return new TextureOperation(inst, type, format, flags, handle, compIndex, dest, sources);
}
public void FlagAttributeRead(int attribute)
{
if (Config.Stage == ShaderStage.Vertex && attribute == AttributeConsts.InstanceId)