Optimize Texture Binding and Shader Specialization Checks (#3399)
* Changes 1 * Changes 2 * Better ModifiedSequence handling This should handle PreciseEvents properly, and simplifies a few things. * Minor changes, remove debug log * Handle stage.Info being null Hopefully fixes Catherine crash * Fix shader specialization fast texture lookup * Fix some things. * Address Feedback Part 1 * Make method static.
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15 changed files with 766 additions and 180 deletions
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@ -378,6 +378,25 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return _gpUniformBuffers[stage].Buffers[index].Address;
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}
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/// <summary>
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/// Gets the bounds of the uniform buffer currently bound at the given index.
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/// </summary>
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/// <param name="isCompute">Indicates whenever the uniform is requested by the 3D or compute engine</param>
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/// <param name="stage">Index of the shader stage, if the uniform is for the 3D engine</param>
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/// <param name="index">Index of the uniform buffer binding</param>
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/// <returns>The uniform buffer bounds, or an undefined value if the buffer is not currently bound</returns>
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public ref BufferBounds GetUniformBufferBounds(bool isCompute, int stage, int index)
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{
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if (isCompute)
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{
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return ref _cpUniformBuffers.Buffers[index];
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}
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else
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{
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return ref _gpUniformBuffers[stage].Buffers[index];
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}
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}
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/// <summary>
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/// Ensures that the compute engine bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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