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Merge pull request #3679 from lioncash/track
track: Eliminate redundant copies
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commit
73db83c0ab
@ -76,12 +76,13 @@ std::tuple<Node, TrackSampler> ShaderIR::TrackBindlessSampler(Node tracked, cons
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s64 cursor) {
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if (const auto cbuf = std::get_if<CbufNode>(&*tracked)) {
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// Constant buffer found, test if it's an immediate
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const auto offset = cbuf->GetOffset();
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const auto& offset = cbuf->GetOffset();
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if (const auto immediate = std::get_if<ImmediateNode>(&*offset)) {
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auto track =
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MakeTrackSampler<BindlessSamplerNode>(cbuf->GetIndex(), immediate->GetValue());
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return {tracked, track};
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} else if (const auto operation = std::get_if<OperationNode>(&*offset)) {
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}
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if (const auto operation = std::get_if<OperationNode>(&*offset)) {
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const u32 bound_buffer = registry.GetBoundBuffer();
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if (bound_buffer != cbuf->GetIndex()) {
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return {};
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@ -94,12 +95,12 @@ std::tuple<Node, TrackSampler> ShaderIR::TrackBindlessSampler(Node tracked, cons
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const auto offset_inm = std::get_if<ImmediateNode>(&*base_offset);
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const auto& gpu_driver = registry.AccessGuestDriverProfile();
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const u32 bindless_cv = NewCustomVariable();
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const Node op =
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Node op =
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Operation(OperationCode::UDiv, gpr, Immediate(gpu_driver.GetTextureHandlerSize()));
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const Node cv_node = GetCustomVariable(bindless_cv);
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Node amend_op = Operation(OperationCode::Assign, cv_node, std::move(op));
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const std::size_t amend_index = DeclareAmend(amend_op);
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const std::size_t amend_index = DeclareAmend(std::move(amend_op));
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AmendNodeCv(amend_index, code[cursor]);
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// TODO Implement Bindless Index custom variable
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auto track = MakeTrackSampler<ArraySamplerNode>(cbuf->GetIndex(),
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@ -142,7 +143,7 @@ std::tuple<Node, u32, u32> ShaderIR::TrackCbuf(Node tracked, const NodeBlock& co
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s64 cursor) const {
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if (const auto cbuf = std::get_if<CbufNode>(&*tracked)) {
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// Constant buffer found, test if it's an immediate
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const auto offset = cbuf->GetOffset();
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const auto& offset = cbuf->GetOffset();
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if (const auto immediate = std::get_if<ImmediateNode>(&*offset)) {
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return {tracked, cbuf->GetIndex(), immediate->GetValue()};
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}
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