Index constant buffer vec4s using ternary expressions.

This commit is contained in:
riperiperi 2020-03-23 14:13:01 +00:00
parent 9a208c4fb5
commit 0663d29795

View file

@ -114,6 +114,24 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
return ubName + "." + GetSwizzleMask(offset & 3);
}
private static string GetVec4Indexed(string vectorName, string indexExpr)
{
bool canIndexVec4 = false;
if (canIndexVec4)
{
return $"{vectorName}[{indexExpr}]";
}
else
{
string result = $"{vectorName}.x";
for (int i = 1; i < 4; i++)
{
result = $"(({indexExpr}) == {i}) ? ({vectorName}.{GetSwizzleMask(i)}) : ({result})";
}
return $"({result})";
}
}
public static string GetConstantBufferName(IAstNode slot, string offsetExpr, ShaderStage stage)
{
// Non-constant slots are not supported.
@ -124,9 +142,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
string ubName = GetUbName(stage, operand.Value);
string index0 = "[" + offsetExpr + " >> 2]";
string index1 = "[" + offsetExpr + " & 3]";
return ubName + index0 + index1;
return GetVec4Indexed(ubName + index0, offsetExpr + " & 3");
}
public static string GetOutAttributeName(AstOperand attr, ShaderStage stage)