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authorReinUsesLisp <reinuseslisp@airmail.cc>2020-06-25 17:12:33 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-07-18 01:59:57 -0300
commit76bd3a88433358b2389aa8bca702ae43a0bfdc5f (patch)
treee092baf3d1e1ea99baf805e2d9e1285810ded2d7 /src/video_core/texture_cache/surface_params.cpp
parent54f4821375c7367ed6e2159947825835402dcf73 (diff)
gl_arb_decompiler: Use NV_shader_buffer_{load,store} on assembly shaders
NV_shader_buffer_{load,store} is a 2010 extension that allows GL applications to use what in Vulkan is known as physical pointers, this is basically C pointers. On GLASM these is exposed through the LOAD/STORE/ATOM instructions. Up until now, assembly shaders were using NV_shader_storage_buffer_object. These work fine, but have a (probably unintended) limitation that forces us to have the limit of a single stage for all shader stages. In contrast, with NV_shader_buffer_{load,store} we can pass GPU addresses to the shader through local parameters (GLASM equivalent uniform constants, or push constants on Vulkan). Local parameters have the advantage of being per stage, allowing us to generate code without worrying about binding overlaps.
Diffstat (limited to 'src/video_core/texture_cache/surface_params.cpp')
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