From afa8096df5e3c24cb3b639a7fbc65f7225a17137 Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Fri, 31 May 2019 19:14:34 -0300 Subject: shader: Allow tracking of indirect buffers without variable offset While changing this code, simplify tracking code to allow returning the base address node, this way callers don't have to manually rebuild it on each invocation. --- src/video_core/shader/shader_ir.cpp | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) (limited to 'src/video_core/shader/shader_ir.cpp') diff --git a/src/video_core/shader/shader_ir.cpp b/src/video_core/shader/shader_ir.cpp index 5994bfc4e..972defff3 100644 --- a/src/video_core/shader/shader_ir.cpp +++ b/src/video_core/shader/shader_ir.cpp @@ -61,7 +61,16 @@ Node ShaderIR::GetConstBufferIndirect(u64 index_, u64 offset_, Node node) { const auto [entry, is_new] = used_cbufs.try_emplace(index); entry->second.MarkAsUsedIndirect(); - const Node final_offset = Operation(OperationCode::UAdd, NO_PRECISE, node, Immediate(offset)); + const Node final_offset = [&]() { + // Attempt to inline constant buffer without a variable offset. This is done to allow + // tracking LDC calls. + if (const auto gpr = std::get_if(&*node)) { + if (gpr->GetIndex() == Register::ZeroIndex) { + return Immediate(offset); + } + } + return Operation(OperationCode::UAdd, NO_PRECISE, node, Immediate(offset)); + }(); return MakeNode(index, final_offset); } -- cgit v1.2.3