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GPU: Eliminate CB0 accesses when storage buffer accesses are resolved (#3847)
* Eliminate CB0 accesses Still some work to do, decouple from hle? * Forgot the important part somehow * Fix and improve alignment test * Address Feedback * Remove some complexity when checking storage buffer alignment * Update Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
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@ -53,13 +53,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="computeState">Compute state</param>
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/// <param name="program">Cached program, if found</param>
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/// <returns>True if a compatible program is found, false otherwise</returns>
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public bool TryFindForCompute(GpuChannel channel, GpuChannelPoolState poolState, out CachedShaderProgram program)
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public bool TryFindForCompute(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelComputeState computeState, out CachedShaderProgram program)
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{
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foreach (var entry in _entries)
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{
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if (entry.SpecializationState.MatchesCompute(channel, poolState, true))
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if (entry.SpecializationState.MatchesCompute(channel, poolState, computeState, true))
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{
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program = entry;
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return true;
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