Add a pass to turn global memory access into storage access, and do all storage related transformations on IR

This commit is contained in:
gdk 2019-11-30 23:53:09 -03:00 committed by Thog
parent 396768f3b4
commit 6a98c643ca
28 changed files with 532 additions and 282 deletions

View file

@ -199,7 +199,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
program = Translator.Translate(code, flags);
program = Translator.Translate(code, GetShaderCapabilities(), flags);
int[] codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
@ -238,7 +238,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
Span<byte> codeA = _context.MemoryAccessor.Read(gpuVaA, MaxProgramSize);
Span<byte> codeB = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
program = Translator.Translate(codeA, codeB, flags);
program = Translator.Translate(codeA, codeB, GetShaderCapabilities(), flags);
// TODO: We should also check "codeA" into account.
codeCached = MemoryMarshal.Cast<byte, int>(codeB.Slice(0, program.Size)).ToArray();
@ -258,7 +258,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
program = Translator.Translate(code, flags);
program = Translator.Translate(code, GetShaderCapabilities(), flags);
codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
@ -342,5 +342,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
isFirst = false;
}
}
private ShaderCapabilities GetShaderCapabilities()
{
return new ShaderCapabilities(_context.Capabilities.StorageBufferOffsetAlignment);
}
}
}