Refactor shader GPU state and memory access (#1203)

* Refactor shader GPU state and memory access

* Fix NVDEC project build

* Address PR feedback and add missing XML comments
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gdkchan 2020-05-05 22:02:28 -03:00 committed by GitHub
parent 7f500e7cae
commit b8eb6abecc
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35 changed files with 633 additions and 684 deletions

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@ -79,7 +79,7 @@ namespace Ryujinx.Graphics.Shader.Translation
sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
}
Operand alignMask = Const(-config.QueryInfo(QueryInfoName.StorageBufferOffsetAlignment));
Operand alignMask = Const(-config.GpuAccessor.QueryStorageBufferOffsetAlignment());
Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, alignMask);
Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
@ -131,9 +131,9 @@ namespace Ryujinx.Graphics.Shader.Translation
bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.QueryInfoBool(QueryInfoName.SupportsNonConstantTextureOffset);
bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QuerySupportsNonConstantTextureOffset();
bool isRect = config.QueryInfoBool(QueryInfoName.IsTextureRectangle, texOp.Handle);
bool isRect = config.GpuAccessor.QueryIsTextureRectangle(texOp.Handle);
if (!(hasInvalidOffset || isRect))
{