Use correct shader local memory size instead of a hardcoded size (#914)
* Use correct shader local size instead of a hardcoded size * Remove unused uniform block * Update XML doc * Local memory size has 23 bits on maxwell * Generate compute QMD struct from nv open doc header * Remove dummy arrays when shared or local memory is not used, other improvements
This commit is contained in:
parent
ea14a95524
commit
796e5d14b4
9 changed files with 365 additions and 220 deletions
|
@ -10,6 +10,8 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
public int MaxOutputVertices { get; }
|
||||
|
||||
public int LocalMemorySize { get; }
|
||||
|
||||
public OutputMapTarget[] OmapTargets { get; }
|
||||
public bool OmapSampleMask { get; }
|
||||
public bool OmapDepth { get; }
|
||||
|
@ -23,6 +25,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
Stage = ShaderStage.Compute;
|
||||
OutputTopology = OutputTopology.PointList;
|
||||
MaxOutputVertices = 0;
|
||||
LocalMemorySize = 0;
|
||||
OmapTargets = null;
|
||||
OmapSampleMask = false;
|
||||
OmapDepth = false;
|
||||
|
@ -35,6 +38,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
Stage = header.Stage;
|
||||
OutputTopology = header.OutputTopology;
|
||||
MaxOutputVertices = header.MaxOutputVertexCount;
|
||||
LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
|
||||
OmapTargets = header.OmapTargets;
|
||||
OmapSampleMask = header.OmapSampleMask;
|
||||
OmapDepth = header.OmapDepth;
|
||||
|
@ -80,6 +84,8 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
case QueryInfoName.ComputeLocalSizeY:
|
||||
case QueryInfoName.ComputeLocalSizeZ:
|
||||
return 1;
|
||||
case QueryInfoName.ComputeLocalMemorySize:
|
||||
return 0x1000;
|
||||
case QueryInfoName.ComputeSharedMemorySize:
|
||||
return 0xc000;
|
||||
case QueryInfoName.IsTextureBuffer:
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue