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Ryujinx/Ryujinx.Graphics.Gpu/Engine/Threed
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
..
ConditionalRendering.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
ConstantBufferUpdater.cs
DrawManager.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
DrawState.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
IbStreamer.cs Fix instanced indexed inline draw index count (#3389) 2022-06-10 23:44:49 -03:00
IndirectDrawType.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
SemaphoreUpdater.cs Scale SamplesPassed counter by RT scale on report (#3680) 2022-09-11 15:58:15 +00:00
StateUpdater.cs GPU: Eliminate CB0 accesses when storage buffer accesses are resolved (#3847) 2022-11-17 18:47:41 +01:00
StateUpdateTracker.cs
ThreedClass.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
ThreedClassState.cs Use RGBA16 vertex format if RGB16 is not supported on Vulkan (#3552) 2022-08-20 16:20:27 -03:00