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>
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riperiperi 2022-11-17 17:47:41 +00:00 committed by GitHub
parent 391e08dd27
commit 33a4d7d1ba
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16 changed files with 317 additions and 68 deletions

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@ -53,13 +53,14 @@ 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="program">Cached program, if found</param>
/// <returns>True if a compatible program is found, false otherwise</returns>
public bool TryFindForCompute(GpuChannel channel, GpuChannelPoolState poolState, out CachedShaderProgram program)
public bool TryFindForCompute(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelComputeState computeState, out CachedShaderProgram program)
{
foreach (var entry in _entries)
{
if (entry.SpecializationState.MatchesCompute(channel, poolState, true))
if (entry.SpecializationState.MatchesCompute(channel, poolState, computeState, true))
{
program = entry;
return true;