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7018e524f5
When we can't track the SSBO origin of a global memory instruction, leave it as a global memory operation and assume these pointers are in the NVN storage buffer slots, then apply a linear search in the shader's runtime. |
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.. | ||
collect_shader_info_pass.cpp | ||
constant_propagation_pass.cpp | ||
dead_code_elimination_pass.cpp | ||
global_memory_to_storage_buffer_pass.cpp | ||
identity_removal_pass.cpp | ||
lower_fp16_to_fp32.cpp | ||
passes.h | ||
ssa_rewrite_pass.cpp | ||
texture_pass.cpp | ||
verification_pass.cpp |