shader: Add physical attributes commentaries
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@ -895,6 +895,8 @@ private:
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target = GetRegister(gpr->GetIndex());
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} else if (const auto abuf = std::get_if<AbufNode>(dest)) {
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UNIMPLEMENTED_IF(abuf->IsPhysicalBuffer());
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target = [&]() -> std::string {
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switch (const auto attribute = abuf->GetIndex(); abuf->GetIndex()) {
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case Attribute::Index::Position:
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@ -253,7 +253,7 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
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SetRegister(bb, instr.gpr0, fake_address);
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// Signal the shader IR to declare all possible attributes and varyings
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use_physical_attributes = true;
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uses_physical_attributes = true;
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break;
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}
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default:
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@ -95,7 +95,7 @@ Node ShaderIR::GetInputAttribute(Attribute::Index index, u64 element, Node buffe
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}
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Node ShaderIR::GetPhysicalInputAttribute(Tegra::Shader::Register physical_address, Node buffer) {
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use_physical_attributes = true;
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uses_physical_attributes = true;
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return StoreNode(AbufNode(GetRegister(physical_address), buffer));
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}
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@ -465,10 +465,12 @@ private:
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/// Attribute buffer memory (known as attributes or varyings in GLSL terms)
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class AbufNode final {
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public:
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// Initialize for standard attributes (index is explicit).
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explicit constexpr AbufNode(Tegra::Shader::Attribute::Index index, u32 element,
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Node buffer = {})
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: buffer{buffer}, index{index}, element{element} {}
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// Initialize for physical attributes (index is a variable value).
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explicit constexpr AbufNode(Node physical_address, Node buffer = {})
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: physical_address{physical_address}, buffer{buffer} {}
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@ -618,7 +620,7 @@ public:
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}
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bool HasPhysicalAttributes() const {
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return use_physical_attributes;
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return uses_physical_attributes;
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}
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const Tegra::Shader::Header& GetHeader() const {
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@ -885,7 +887,7 @@ private:
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std::set<Sampler> used_samplers;
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std::array<bool, Tegra::Engines::Maxwell3D::Regs::NumClipDistances> used_clip_distances{};
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std::map<GlobalMemoryBase, GlobalMemoryUsage> used_global_memory;
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bool use_physical_attributes{}; // Shader uses AL2P or physical attribute read/writes
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bool uses_physical_attributes{}; // Shader uses AL2P or physical attribute read/writes
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Tegra::Shader::Header header;
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};
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