graphics: unify buffer bindings and depth target handling

This commit is contained in:
nmzik committed 2026-07-27 10:12:41 +02:00
1 parent f43567e12c
commit 142b3c20fa
17 files changed
+669 -564

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@@ -134,7 +134,7 @@ bool UserDataDwordIndex(const EmitterState& state, IR::Register reg, uint32_t& d
return false;
}
uint32_t EmitVsharpDwordLoad(EmitterState& state, uint32_t dword_index) {
uint32_t EmitShaderDataDwordLoad(EmitterState& state, uint32_t dword_index) {
if (state.push_constant_variable != 0) {
const auto pointer = state.builder.AllocateId();
const auto value = state.builder.AllocateId();
@@ -172,7 +172,7 @@ uint32_t InitialRegisterValue(const EmitterState& state, IR::Register reg) {
uint32_t EmitInitialRegisterValue(EmitterState& state, IR::Register reg) {
uint32_t dword_index = 0;
if (UserDataDwordIndex(state, reg, dword_index)) {
return EmitVsharpDwordLoad(state, dword_index);
return EmitShaderDataDwordLoad(state, dword_index);
}
return ConstantU32(state, InitialRegisterValue(state, reg));
}
@@ -1064,6 +1064,7 @@ void EmitFunction(EmitterState& state, const IR::Program& program) {
EmitComputeInputRegisters(state);
EmitPixelInputRegisters(state);
EmitVertexInputRegisters(state);
EmitStorageBufferOffsets(state);
if (state.dispatcher_fallback) {
EmitDispatcherFunction(state, program);
state.builder.AddFunction({OpFunctionEnd});