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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16 changed files with 317 additions and 68 deletions
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@ -293,9 +293,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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private void CommitBindings()
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{
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var buffers = _channel.BufferManager;
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var hasUnaligned = buffers.HasUnalignedStorageBuffers;
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UpdateStorageBuffers();
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if (!_channel.TextureManager.CommitGraphicsBindings(_shaderSpecState))
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if (!_channel.TextureManager.CommitGraphicsBindings(_shaderSpecState) || (buffers.HasUnalignedStorageBuffers != hasUnaligned))
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{
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// Shader must be reloaded.
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UpdateShaderState();
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@ -1361,7 +1364,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_state.State.AlphaTestFunc,
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_state.State.AlphaTestRef,
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ref attributeTypes,
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_drawState.HasConstantBufferDrawParameters);
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_drawState.HasConstantBufferDrawParameters,
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_channel.BufferManager.HasUnalignedStorageBuffers);
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}
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/// <summary>
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