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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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@ -531,6 +531,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return false;
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}
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if (graphicsState.HasUnalignedStorageBuffer != GraphicsState.HasUnalignedStorageBuffer)
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{
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return false;
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}
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return Matches(channel, poolState, checkTextures, isCompute: false);
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}
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@ -539,10 +544,16 @@ 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="checkTextures">Indicates whether texture descriptors should be checked</param>
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/// <returns>True if the state matches, false otherwise</returns>
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public bool MatchesCompute(GpuChannel channel, GpuChannelPoolState poolState, bool checkTextures)
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public bool MatchesCompute(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelComputeState computeState, bool checkTextures)
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{
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if (computeState.HasUnalignedStorageBuffer != ComputeState.HasUnalignedStorageBuffer)
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{
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return false;
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}
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return Matches(channel, poolState, checkTextures, isCompute: true);
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}
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