Add ATOMS, LDS, POPC, RED, STS and VOTE shader instructions, start changing the way how global memory is handled

This commit is contained in:
gdk 2019-11-08 17:29:41 -03:00 committed by Thog
parent 1e8bc29f32
commit 769c02235f
44 changed files with 949 additions and 242 deletions

View file

@ -298,23 +298,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
_context.Renderer.Pipeline.BindUniformBuffer(index, ShaderStage.Compute, buffer);
if (index == 0)
{
// TODO: Improve
Span<byte> data = _context.PhysicalMemory.Read(bounds.Address + 0x310, 0x100);
Span<int> words = MemoryMarshal.Cast<byte, int>(data);
for (int offset = 0; offset < 0x40; offset += 4)
{
words[offset] &= 0x3f;
}
buffer = GetBufferRange(bounds.Address + 0x310, 0x100);
buffer.Buffer.SetData(buffer.Offset, data);
}
}
// Force rebind after doing compute work.
@ -460,23 +443,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
{
_context.Renderer.Pipeline.BindUniformBuffer(index, stage, buffer);
}
if (!isStorage && index == 0)
{
// TODO: Improve
Span<byte> data = _context.PhysicalMemory.Read(bounds.Address + 0x110, 0x100);
Span<int> words = MemoryMarshal.Cast<byte, int>(data);
for (int offset = 0; offset < 0x40; offset += 4)
{
words[offset] &= 0x3f;
}
buffer = GetBufferRange(bounds.Address + 0x110, 0x100);
buffer.Buffer.SetData(buffer.Offset, data);
}
}
public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)