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>
This commit is contained in:
riperiperi 2022-11-17 17:47:41 +00:00 committed by GitHub
parent 391e08dd27
commit 33a4d7d1ba
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
16 changed files with 317 additions and 68 deletions

View file

@ -531,6 +531,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
return false;
}
if (graphicsState.HasUnalignedStorageBuffer != GraphicsState.HasUnalignedStorageBuffer)
{
return false;
}
return Matches(channel, poolState, checkTextures, isCompute: false);
}
@ -539,10 +544,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="computeState">Compute state</param>
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
/// <returns>True if the state matches, false otherwise</returns>
public bool MatchesCompute(GpuChannel channel, GpuChannelPoolState poolState, bool checkTextures)
public bool MatchesCompute(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelComputeState computeState, bool checkTextures)
{
if (computeState.HasUnalignedStorageBuffer != ComputeState.HasUnalignedStorageBuffer)
{
return false;
}
return Matches(channel, poolState, checkTextures, isCompute: true);
}