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Refactor shader GPU state and memory access (#1203)
* Refactor shader GPU state and memory access * Fix NVDEC project build * Address PR feedback and add missing XML comments
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@ -79,7 +79,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
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}
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Operand alignMask = Const(-config.QueryInfo(QueryInfoName.StorageBufferOffsetAlignment));
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Operand alignMask = Const(-config.GpuAccessor.QueryStorageBufferOffsetAlignment());
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Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, alignMask);
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Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
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@ -131,9 +131,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
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bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
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bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.QueryInfoBool(QueryInfoName.SupportsNonConstantTextureOffset);
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bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QuerySupportsNonConstantTextureOffset();
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bool isRect = config.QueryInfoBool(QueryInfoName.IsTextureRectangle, texOp.Handle);
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bool isRect = config.GpuAccessor.QueryIsTextureRectangle(texOp.Handle);
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if (!(hasInvalidOffset || isRect))
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{
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