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Minor changes, remove debug log
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parent
d727e819af
commit
0f6c8f9cd9
3 changed files with 7 additions and 7 deletions
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@ -237,7 +237,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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_channel.TextureManager.SetComputeMaxBindings(maxTextureBinding, maxImageBinding);
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_channel.TextureManager.SetComputeMaxBindings(maxTextureBinding, maxImageBinding);
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_channel.TextureManager.CommitComputeBindings(cs.SpecializationState); // Should be up to date, since the shader was fetched above.
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// Should never return false for mismatching spec state, since the shader was fetched above.
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_channel.TextureManager.CommitComputeBindings(cs.SpecializationState);
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_channel.BufferManager.CommitComputeBindings();
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_channel.BufferManager.CommitComputeBindings();
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@ -277,7 +277,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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if (!_channel.TextureManager.CommitGraphicsBindings(_shaderSpecState))
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if (!_channel.TextureManager.CommitGraphicsBindings(_shaderSpecState))
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{
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{
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Logger.Error?.Print(LogClass.Gpu, "Oh my");
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// Shader must be reloaded.
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UpdateShaderState();
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UpdateShaderState();
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}
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}
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@ -469,7 +469,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// </summary>
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="isCompute">Indicates whenever the check is requested by the 3D or compute engine</param>
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/// <param name="isCompute">Indicates whenever the check is requested by the 3D or compute engine</param>
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/// <param name="stageIndex">Stage index of the constant buffer</param>
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/// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
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/// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
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/// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
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/// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
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/// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
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/// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
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@ -477,6 +476,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="cachedStageIndex">The currently cached stage</param>
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/// <param name="cachedStageIndex">The currently cached stage</param>
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/// <param name="textureBufferIndex">The new texture buffer index</param>
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/// <param name="textureBufferIndex">The new texture buffer index</param>
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/// <param name="samplerBufferIndex">The new sampler buffer index</param>
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/// <param name="samplerBufferIndex">The new sampler buffer index</param>
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/// <param name="stageIndex">Stage index of the constant buffer</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void UpdateCachedBuffer(
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private void UpdateCachedBuffer(
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GpuChannel channel,
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GpuChannel channel,
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@ -578,10 +578,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ref readonly Image.TextureDescriptor descriptor = ref pool.GetDescriptorRef(textureId);
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ref readonly Image.TextureDescriptor descriptor = ref pool.GetDescriptorRef(textureId);
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Box<TextureSpecializationState> specializationState = kv.Value;
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if (!MatchesTexture(kv.Value, descriptor))
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if (specializationState.Value.QueriedFlags.HasFlag(QueriedTextureStateFlags.CoordNormalized) &&
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specializationState.Value.CoordNormalized != descriptor.UnpackTextureCoordNormalized())
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{
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{
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return false;
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return false;
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}
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}
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@ -597,6 +594,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="specializationState">Texture specialization state</param>
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/// <param name="specializationState">Texture specialization state</param>
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/// <param name="descriptor">Texture descriptor</param>
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/// <param name="descriptor">Texture descriptor</param>
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/// <returns>True if the state matches, false otherwise</returns>
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/// <returns>True if the state matches, false otherwise</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private bool MatchesTexture(Box<TextureSpecializationState> specializationState, in Image.TextureDescriptor descriptor)
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private bool MatchesTexture(Box<TextureSpecializationState> specializationState, in Image.TextureDescriptor descriptor)
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{
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{
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if (specializationState != null)
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if (specializationState != null)
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