Add per-source type memory change tracking, simplified state change tracking, other fixes
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@ -27,15 +27,15 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.BindProgram(cs.Interface);
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PoolState samplerPool = _context.State.GetSamplerPoolState();
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var samplerPool = _context.State.Get<PoolState>(MethodOffset.SamplerPoolState);
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_textureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId);
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PoolState texturePool = _context.State.GetTexturePoolState();
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var texturePool = _context.State.Get<PoolState>(MethodOffset.TexturePoolState);
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_textureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
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_textureManager.SetComputeTextureBufferIndex(_context.State.GetTextureBufferIndex());
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_textureManager.SetComputeTextureBufferIndex(_context.State.Get<int>(MethodOffset.TextureBufferIndex));
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ShaderProgramInfo info = cs.Shader.Info;
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@ -117,6 +117,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
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dispatchParams.UnpackGridSizeX(),
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dispatchParams.UnpackGridSizeY(),
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dispatchParams.UnpackGridSizeZ());
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UpdateShaderState();
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}
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}
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}
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