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Transform shader LDC into constant buffer access if offset is constant (#3672)
* Transform shader LDC into constant buffer access if offset is constant * Shader cache version bump
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 3525;
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private const uint CodeGenVersion = 3672;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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private const string SharedDataFileName = "shared.data";
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@ -153,6 +153,10 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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EvaluateFPUnary(operation, (x) => float.IsNaN(x));
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EvaluateFPUnary(operation, (x) => float.IsNaN(x));
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break;
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break;
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case Instruction.LoadConstant:
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operation.TurnIntoCopy(Cbuf(operation.GetSource(0).Value, operation.GetSource(1).Value));
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break;
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case Instruction.Maximum:
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case Instruction.Maximum:
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EvaluateBinary(operation, (x, y) => Math.Max(x, y));
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EvaluateBinary(operation, (x, y) => Math.Max(x, y));
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break;
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break;
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