Use a new approach for shader BRX targets (#2532)
* Use a new approach for shader BRX targets * Make shader cache actually work * Improve the shader pattern matching a bit * Extend LDC search to predecessor blocks, catches more cases * Nit * Only save the amount of constant buffer data actually used. Avoids crashes on partially mapped buffers * Ignore Rd on predicate instructions, as they do not have a Rd register (catches more cases)
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12 changed files with 472 additions and 149 deletions
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@ -40,9 +40,9 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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public int SizeA;
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/// <summary>
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/// Unused/reserved.
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/// Constant buffer 1 data size.
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/// </summary>
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public int Reserved4;
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public int Cb1DataSize;
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/// <summary>
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/// The header of the cached gpu accessor.
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@ -55,12 +55,14 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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/// <param name="stage">The stage of this shader</param>
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/// <param name="size">The size of the code section</param>
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/// <param name="sizeA">The size of the code2 section if present (Vertex A)</param>
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/// <param name="cb1DataSize">Constant buffer 1 data size</param>
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/// <param name="gpuAccessorHeader">The header of the cached gpu accessor</param>
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public GuestShaderCacheEntryHeader(ShaderStage stage, int size, int sizeA, GuestGpuAccessorHeader gpuAccessorHeader) : this()
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public GuestShaderCacheEntryHeader(ShaderStage stage, int size, int sizeA, int cb1DataSize, GuestGpuAccessorHeader gpuAccessorHeader) : this()
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{
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Stage = stage;
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Size = size;
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Size = size;
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SizeA = sizeA;
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Cb1DataSize = cb1DataSize;
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GpuAccessorHeader = gpuAccessorHeader;
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}
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}
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