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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@ -418,7 +418,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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if (IsShaderEqual(channel.MemoryManager, cpShader.Shaders[0], gpuVa))
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{
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return cpShader.SpecializationState.MatchesCompute(channel, poolState);
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return cpShader.SpecializationState.MatchesCompute(channel, poolState, true);
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}
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return false;
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@ -454,7 +454,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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return gpShaders.SpecializationState.MatchesGraphics(channel, poolState, graphicsState);
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return gpShaders.SpecializationState.MatchesGraphics(channel, poolState, graphicsState, true);
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}
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/// <summary>
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