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synced 2025-06-28 21:00:47 -07:00
Add a pass to turn global memory access into storage access, and do all storage related transformations on IR
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@ -199,7 +199,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(code, flags);
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program = Translator.Translate(code, GetShaderCapabilities(), flags);
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int[] codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
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@ -238,7 +238,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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Span<byte> codeA = _context.MemoryAccessor.Read(gpuVaA, MaxProgramSize);
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Span<byte> codeB = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(codeA, codeB, flags);
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program = Translator.Translate(codeA, codeB, GetShaderCapabilities(), flags);
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// TODO: We should also check "codeA" into account.
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codeCached = MemoryMarshal.Cast<byte, int>(codeB.Slice(0, program.Size)).ToArray();
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@ -258,7 +258,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(code, flags);
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program = Translator.Translate(code, GetShaderCapabilities(), flags);
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codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
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@ -342,5 +342,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
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isFirst = false;
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}
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}
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private ShaderCapabilities GetShaderCapabilities()
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{
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return new ShaderCapabilities(_context.Capabilities.StorageBufferOffsetAlignment);
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}
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}
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}
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