Ryujinx/Ryujinx.Graphics.Gpu/Shader/GpuChannelComputeState.cs
riperiperi 33a4d7d1ba
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>
2022-11-17 18:47:41 +01:00

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2.3 KiB
C#

namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// State used by the <see cref="GpuAccessor"/>.
/// </summary>
struct GpuChannelComputeState
{
// New fields should be added to the end of the struct to keep disk shader cache compatibility.
/// <summary>
/// Local group size X of the compute shader.
/// </summary>
public readonly int LocalSizeX;
/// <summary>
/// Local group size Y of the compute shader.
/// </summary>
public readonly int LocalSizeY;
/// <summary>
/// Local group size Z of the compute shader.
/// </summary>
public readonly int LocalSizeZ;
/// <summary>
/// Local memory size of the compute shader.
/// </summary>
public readonly int LocalMemorySize;
/// <summary>
/// Shared memory size of the compute shader.
/// </summary>
public readonly int SharedMemorySize;
/// <summary>
/// Indicates that any storage buffer use is unaligned.
/// </summary>
public readonly bool HasUnalignedStorageBuffer;
/// <summary>
/// Creates a new GPU compute state.
/// </summary>
/// <param name="localSizeX">Local group size X of the compute shader</param>
/// <param name="localSizeY">Local group size Y of the compute shader</param>
/// <param name="localSizeZ">Local group size Z of the compute shader</param>
/// <param name="localMemorySize">Local memory size of the compute shader</param>
/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
/// <param name="hasUnalignedStorageBuffer">Indicates that any storage buffer use is unaligned</param>
public GpuChannelComputeState(
int localSizeX,
int localSizeY,
int localSizeZ,
int localMemorySize,
int sharedMemorySize,
bool hasUnalignedStorageBuffer)
{
LocalSizeX = localSizeX;
LocalSizeY = localSizeY;
LocalSizeZ = localSizeZ;
LocalMemorySize = localMemorySize;
SharedMemorySize = sharedMemorySize;
HasUnalignedStorageBuffer = hasUnalignedStorageBuffer;
}
}
}