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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@ -203,12 +203,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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GpuChannelComputeState computeState,
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ulong gpuVa)
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{
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if (_cpPrograms.TryGetValue(gpuVa, out var cpShader) && IsShaderEqual(channel, poolState, cpShader, gpuVa))
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if (_cpPrograms.TryGetValue(gpuVa, out var cpShader) && IsShaderEqual(channel, poolState, computeState, cpShader, gpuVa))
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{
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return cpShader;
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}
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if (_computeShaderCache.TryFind(channel, poolState, gpuVa, out cpShader, out byte[] cachedGuestCode))
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if (_computeShaderCache.TryFind(channel, poolState, computeState, gpuVa, out cpShader, out byte[] cachedGuestCode))
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{
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_cpPrograms[gpuVa] = cpShader;
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return cpShader;
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@ -473,18 +473,20 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// </summary>
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/// <param name="channel">GPU channel using the shader</param>
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/// <param name="poolState">GPU channel state to verify shader compatibility</param>
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/// <param name="computeState">GPU channel compute state to verify shader compatibility</param>
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/// <param name="cpShader">Cached compute shader</param>
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/// <param name="gpuVa">GPU virtual address of the shader code in memory</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private static bool IsShaderEqual(
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GpuChannel channel,
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GpuChannelPoolState poolState,
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GpuChannelComputeState computeState,
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CachedShaderProgram cpShader,
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ulong gpuVa)
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{
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if (IsShaderEqual(channel.MemoryManager, cpShader.Shaders[0], gpuVa))
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{
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return cpShader.SpecializationState.MatchesCompute(channel, poolState, true);
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return cpShader.SpecializationState.MatchesCompute(channel, poolState, computeState, true);
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}
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return false;
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