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Implement shader storage buffer operations using new Load/Store instructions (#4993)
* Implement storage buffer operations using new Load/Store instruction * Extend GenerateMultiTargetStorageOp to also match access with constant offset, and log and comments * Remove now unused code * Catch more complex cases of global memory usage * Shader cache version bump * Extend global access elimination to work with more shared memory cases * Change alignment requirement from 16 bytes to 8 bytes, handle cases where we need more than 16 storage buffers * Tweak preferencing to catch more cases * Enable CB0 elimination even when host storage buffer alignment is > 16 (for Intel) * Fix storage buffer bindings * Simplify some code * Shader cache version bump * Fix typo * Extend global memory elimination to handle shared memory with multiple possible offsets and local memory
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@@ -19,6 +19,14 @@ namespace Ryujinx.Graphics.Shader.Translation
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_stage = stage;
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}
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public int AddFunction(Function function)
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{
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int functionId = _functionList.Count;
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_functionList.Add(function);
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return functionId;
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}
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public int GetOrCreateFunctionId(HelperFunctionName functionName)
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{
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if (_functionIds.TryGetValue(functionName, out int functionId))
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@@ -27,8 +35,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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Function function = GenerateFunction(functionName);
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functionId = _functionList.Count;
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_functionList.Add(function);
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functionId = AddFunction(function);
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_functionIds.Add(functionName, functionId);
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return functionId;
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